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https://github.com/godotengine/godot-visual-script.git
synced 2026-01-07 02:10:47 +03:00
Renamed the bind_native functions to bind_vararg, should make it show the documentation more clearly and also make it easier to bind to C#
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@@ -2439,7 +2439,7 @@ void VisualScriptFunctionState::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("connect_to_signal","obj","signals","args"),&VisualScriptFunctionState::connect_to_signal);
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ObjectTypeDB::bind_method(_MD("resume:Array","args"),&VisualScriptFunctionState::resume,DEFVAL(Variant()));
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ObjectTypeDB::bind_method(_MD("is_valid"),&VisualScriptFunctionState::is_valid);
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ObjectTypeDB::bind_native_method(METHOD_FLAGS_DEFAULT,"_signal_callback",&VisualScriptFunctionState::_signal_callback,MethodInfo("_signal_callback"));
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ObjectTypeDB::bind_vararg_method(METHOD_FLAGS_DEFAULT,"_signal_callback",&VisualScriptFunctionState::_signal_callback,MethodInfo("_signal_callback"));
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}
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VisualScriptFunctionState::VisualScriptFunctionState() {
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@@ -417,6 +417,14 @@ void VisualScriptFunctionCall::_update_method_cache() {
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method_cache.return_val = mb->get_argument_info(-1);
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#endif
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if (mb->is_vararg()) {
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//for vararg just give it 10 arguments (should be enough for most use cases)
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for(int i=0;i<10;i++) {
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method_cache.arguments.push_back(PropertyInfo(Variant::NIL,"arg"+itos(i)));
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use_default_args++;
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}
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}
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} else if (script.is_valid() && script->has_method(function)) {
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method_cache = script->get_method_info(function);
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