extends Node # Creates random or not objects, variables etc. var number: float = 0.0 var max_array_size: int = 15 func _ready() -> void: randomize() func get_int() -> int: return int(number) func get_int_string() -> String: return str(int(number)) func get_float() -> float: return number func get_float_string() -> String: return str(number) func get_bool() -> bool: return bool() func get_bool_string() -> String: return str(bool()) func get_vector2() -> Vector2: return Vector2(get_float(), get_float()) func get_vector3() -> Vector3: return Vector3(get_float(), get_float(), get_float()) func get_aabb() -> AABB: return AABB(get_vector3(), get_vector3()) func get_transform() -> Transform: return Transform(get_vector3(), get_vector3(), get_vector3(), get_vector3()) func get_transform2D() -> Transform2D: return Transform2D(get_vector2(), get_vector2(), get_vector2()) func get_plane() -> Plane: return Plane(get_vector3(), get_vector3(), get_vector3()) func get_quat() -> Quat: return Quat(get_vector3()) func get_basis() -> Basis: return Basis(get_vector3()) func get_rect2() -> Rect2: return Rect2(get_vector2(), get_vector2()) func get_color() -> Color: return Color(get_float(), get_float(), get_float()) func get_string() -> String: return String() func get_nodepath() -> NodePath: return NodePath(get_string()) func get_array() -> Array: return Array([]) func get_dictionary() -> Dictionary: return Dictionary({}) func get_pool_string_array() -> PoolStringArray: var array: Array = [] for _i in range(int(min(max_array_size, number))): array.append(get_string()) return PoolStringArray(array) func get_pool_int_array() -> PoolIntArray: var array: Array = [] for _i in range(int(min(max_array_size, number))): array.append(get_int()) return PoolIntArray(array) func get_pool_byte_array() -> PoolByteArray: var array: Array = [] for _i in range(int(min(max_array_size, number))): array.append(get_int()) return PoolByteArray(array) func get_pool_real_array() -> PoolRealArray: var array: Array = [] for _i in range(int(min(max_array_size, number))): array.append(get_float()) return PoolRealArray(array) func get_pool_vector2_array() -> PoolVector2Array: var array: Array = [] for _i in range(int(min(max_array_size, number))): array.append(get_vector2()) return PoolVector2Array(array) func get_pool_vector3_array() -> PoolVector3Array: var array: Array = [] for _i in range(int(min(max_array_size, number))): array.append(get_vector3()) return PoolVector3Array(array) func get_pool_color_array() -> PoolColorArray: var array: Array = [] for _i in range(int(min(max_array_size, number))): array.append(get_color()) return PoolColorArray(array) func get_object(object_name: String) -> Object: assert(ClassDB.class_exists(object_name), "Class " + object_name + " doesn't exists.") # if object_name == "PhysicsDirectSpaceState" || object_name == "Physics2DDirectSpaceState": # return BoxShape.new() var a = 0 if ClassDB.can_instance(object_name): # E.g. Texture is not instantable or shouldn't be, but LargeTexture is return ClassDB.instance(object_name) else: # Checking for children of non instantable object var list_of_class = ClassDB.get_inheriters_from_class(object_name) assert(list_of_class.size() > 0, "Cannot find proper instantable child for " + object_name) # Number of inherited class of non instantable class must be greater than 0, otherwise this function would be useless for i in list_of_class: if ClassDB.can_instance(i) && (ClassDB.is_parent_class(i, "Node") || ClassDB.is_parent_class(i, "Reference")): return ClassDB.instance(i) assert(false, "Cannot find proper instantable child for " + object_name) return BoxShape.new()