godot_scene_code_converter
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Use node name for variable name + format floats as floats
Previous:
set_rect_rotation(0.1);
set_rect_scale(Vector2(1.642, 1));
set_rect_clip_content(true);
set_h_size_flags(Control::SIZE_EXPAND_FILL);
set_v_size_flags(9);
set_size_flags_stretch_ratio(3);
set_modulate(Color(0.219608, 1, 0, 1));
set_material(nullptr /* TODO resource here */);
// MyControl
Control *control = memnew(Control);
control->set_margin(MARGIN_RIGHT, 40 * EDSCALE);
control->set_margin(MARGIN_BOTTOM, 40 * EDSCALE);
control->set_pause_mode(1);
add_child(control);
Now:
set_rect_rotation(0.1f);
set_rect_scale(Vector2(1.642f, 1.0f));
set_rect_clip_content(true);
set_h_size_flags(Control::SIZE_EXPAND_FILL);
set_v_size_flags(9);
set_size_flags_stretch_ratio(3.0f);
set_modulate(Color(0.219608f, 1.0f, 0.0f, 1.0f));
set_material(/* TODO: reference here */);
Control *my_control = memnew(Control);
my_control->set_margin(MARGIN_RIGHT, 40.0f * EDSCALE);
my_control->set_margin(MARGIN_BOTTOM, 40.0f * EDSCALE);
my_control->set_pause_mode(1);
add_child(my_control);
I realized that multiple nodes can share the same name as long as they have different parents, so I made it so that when there's duplicates it adds a number to the end of the variable name (my_node, my_node1, my_node2, etc.), and it prints a warning recommending giving each node a unique name.
Just realized a bug, will fix later