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.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?
Thanks for that link, I now have learned why it didn't originally work (and that other features like reference counting aren't employed by default!).
The solution, if anyone needs this in the future:
It adds namespace pollution, but I'll deal with it by prefixing it with the original script's class.
@Bezier yeah it's good to know about the differences between Object and RefCounted when you're making custom data containers.
Personally, I've been suffixing my custom/"game object" resources with "-Rs", as in I have
PlayerRs
,FileRs
,DownloadRs
, etc.The namespace pollution is definitely part of the trade-off from just preloading wherever you need the class.