NodeConnectorGodot
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[Feature Request] Support for NodePath
Problem
User changes the Tree structure
Actual Solution
Select them again and generate code Ps: I didnt tested if clicking generate code two time it will add repeated code
Proposal
Instead of simple finding a node, the plugin generates a:
signal changed_tree_structure
export var path:NodePath
func _on_ready():
path = path_to_node
CHeck if tree structure changed and re-assign to nodepath
Ah so generate absolute node paths instead? Certainly could be an option. Not sure how to handle when the node structure changes I don't know if this plugin should really aim to handle that.
I think that godot has a signal for tree structure change for that, but has to do some search.
Sorry but I'm still not 100% sure I understand the goal
Did you mean code a bit more like this
`signal changed_tree_structure
export var path:NodePath
func _on_ready(): path = path_to_node
func on_changed_tree_structure(): path =NEW_PATH_TO_NODE`
(WHY WON'T THE CODE FORMAT PROPERLY!?)
If so, your best bet will likely be SceneTree's node_configuration_warning_changed signal which should be simple enough to implement
like a said this needs a little research, and any idea is very welcome :D