extends Node2D #var all_types: Array = [ # AABB(), # Array(), # Basis(), # Color(), # Dictionary(), # NodePath(), # Plane(), # PoolByteArray(), # PoolColorArray(), # PoolIntArray(), # PoolRealArray(), # PoolStringArray(), # PoolVector2Array(), # PoolVector3Array(), # Quat(), # Rect2(), # String(), # Transform(), # Transform2D(), # Vector2(), # Vector3(), # float(), # int(), # bool() #] func _ready() -> void: # for i in [] for i in [ Color(), Plane(), Quat(), Vector2(), Vector3(), float(), int(), ]: i = -i for i in [ AABB(), Array(), Basis(), Color(), Dictionary(), NodePath(), Plane(), Quat(), Rect2(), String(), Transform(), Transform2D(), Vector2(), Vector3(), float(), int(), bool() ]: i = i for i in [ Plane(), Quat(), Vector2(), Vector3(), float(), int(), ]: i = +i for i in [ Color(), Vector2(), Vector3(), float(), int(), ]: i = i * 1.0 i = i * 1 for i in [ Color(), Vector2(), Vector3(), float(), int(), ]: i = i / 1.0 i = i / 1 for i in [ AABB(), Array(), Basis(), Color(), Dictionary(), NodePath(), Plane(), Quat(), Rect2(), String(), Transform(), Transform2D(), Vector2(), Vector3(), float(), int(), bool() ]: i == i i != i for i in [ String(), Vector2(), Vector3(), float(), int(), ]: i >= i i <= i i > i i < i for i in [ int() ]: i | i i & i for i in [ AABB(), Array(), Basis(), Color(), Dictionary(), NodePath(), Plane(), Quat(), Rect2(), String(), Transform(), Transform2D(), Vector2(), Vector3(), float(), int(), bool() ]: i || i i && i for i in [ int(), ]: i = i % 10 for i in [ Array(), Dictionary(), String(), ]: i in i for i in [ float(), int(), bool() ]: i as int for i in [ AABB(), Array(), Basis(), Color(), Dictionary(), NodePath(), Plane(), Quat(), Rect2(), String(), Transform(), Transform2D(), Vector2(), Vector3(), float(), int(), bool() ]: typeof(i)