bright-gpu-74537
01/25/2023, 9:04 PMmelodic-advantage-23638
01/25/2023, 9:07 PMmelodic-advantage-23638
01/25/2023, 9:08 PMmelodic-advantage-23638
01/25/2023, 9:11 PMmelodic-advantage-23638
01/25/2023, 9:12 PMmelodic-advantage-23638
01/25/2023, 9:15 PMmelodic-advantage-23638
01/25/2023, 9:16 PMmelodic-advantage-23638
01/25/2023, 9:21 PMmelodic-advantage-23638
01/25/2023, 9:22 PMambitious-knife-25690
01/25/2023, 9:32 PMambitious-knife-25690
01/25/2023, 9:34 PMambitious-knife-25690
01/25/2023, 9:35 PMelegant-twilight-61392
01/25/2023, 9:36 PMComponentSurface just a typedef for godots Control node âšī¸elegant-twilight-61392
01/25/2023, 9:36 PMbright-gpu-74537
01/25/2023, 9:38 PM_ready => _componentReady isnt such a big dealelegant-twilight-61392
01/25/2023, 9:40 PMhx
class ComponentSurface {
public var node:Node;
public function new() {
this.node = new Control();
}
} should work too, right?bright-gpu-74537
01/25/2023, 9:40 PMambitious-knife-25690
01/25/2023, 9:41 PMambitious-knife-25690
01/25/2023, 9:41 PMelegant-twilight-61392
01/25/2023, 9:42 PMNode be CanvasItem instead because while all `Node2D`s and `Control`s are `CanvasItem`s, `Node3D`s are not canvas items lolelegant-twilight-61392
01/25/2023, 9:43 PMControl or Node2D because you cant directly instance a CanvasItem, at least in the editorambitious-knife-25690
01/25/2023, 9:43 PMelegant-twilight-61392
01/25/2023, 9:44 PMCanvasItem has all the relevant drawing methodselegant-twilight-61392
01/25/2023, 9:44 PMNode2D or Control or really anything else that extends either of thoseelegant-twilight-61392
01/25/2023, 9:45 PMCanvasItemelegant-twilight-61392
01/25/2023, 10:25 PMToolkitOptions object (containing the root godot node to add things to), but is there a way to throw an error if they dont?melodic-advantage-23638
01/25/2023, 10:28 PMmelodic-advantage-23638
01/25/2023, 10:28 PMelegant-twilight-61392
01/25/2023, 10:29 PMmelodic-advantage-23638
01/25/2023, 10:30 PM