this post was submitted on 01 Oct 2023
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Tried your code on a ready entity of my project, and indeed,
@var anchors: Array[Anchor]
can't be exported if it's in the same script.What you could do, however, is initialize anchors as an empty array,
@export var anchors = []
- This solves half of the problem, as you still won't be able to add Anchor objects within the editor, because they "don't exist".The likely solution in this case is making that Anchor class a standalone .gd file and add it to the Autoload list (Project Menu -> Project Settings -> Autoload tab). With this done, your original
@export var anchors: Array[Anchor]
will now work, because now that Godot autoloads it (makes it globally accessible), it "exists"EDIT - Here's the doc on
_get_property_list
https://docs.godotengine.org/en/stable/classes/class_object.html#class-object-method-get-property-list - From the example there, it added new things that don't "exist" that should now show up on the editor. The thing is, it doesn't specify if a locally created class would also work there.@ICastFist @Bezier I agree with your overall explanation, but I would instead recommend using the
class\_name
directive instead of adding it as an auto-load.Auto-load will make it that a single
Anchor
instance always exists in the root scene, and thatAnchor
elsewhere in your code will always reference that single(ton) instance.If you want
Anchor
to behave like other built-in classes in your scripts and the editor, you need to give it aclass\_name
and *not* use the same name ("Anchor"
) for an auto-load.Had to look up how to do that, as apparently the docs don't have that kind of information. I did come across this SO question. So, the solution would be:
And that would create this new, readily accessible class throughout the project, correct?
@ICastFist also yes, the docs aren't that great at providing info on this in the reference.
There *is* a good page in the manual, however: https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/static_typing.html
OP @Bezier you probably want to check this out if you haven't found it already by now, specifically the "Custom variable types" section.