Files
MichaelXt 53f48ede63 DebugAdapter variables overhaul (#793)
- Redesigned the representation of godot objects to match internal structure of godot server
- Lazy evaluation for the godot objects
- Stack frames now can be switched with variables updated
2025-02-22 12:17:55 -05:00

26 lines
794 B
GDScript

extends Node
var member1 := TestClassA.new()
var str_var := "ScopeVars::member::str_var"
var str_var_member_only := "ScopeVars::member::str_var_member_only"
class ClassFoo:
var member_ClassFoo
var str_var := "ScopeVars::ClassFoo::member::str_var"
var str_var_member_only := "ScopeVars::ClassFoo::member::str_var_member_only"
func test_function(delta: float) -> void:
var str_var := "ScopeVars::ClassFoo::test_function::local::str_var"
print("breakpoint::ScopeVars::ClassFoo::test_function")
func _ready() -> void:
var str_var := "ScopeVars::_ready::local::str_var"
var self_var := self
print("breakpoint::ScopeVars::_ready")
test(0.123);
func test(val: float):
var str_var := "ScopeVars::test::local::str_var"
var foo := ClassFoo.new()
foo.test_function(val)