mirror of
https://github.com/godotengine/godot-vscode-plugin.git
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236 lines
5.1 KiB
GDScript
236 lines
5.1 KiB
GDScript
extends Node
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class_name TestClass
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# ******************************************************************************
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var a
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remote var b = 10.0
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remotesync var c := 20
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master var d :int = 30
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puppet var e :int
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signal sig_a
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signal sig_b()
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signal sig_c(param1, param2)
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# signal sig_d(param1: int, param2: Dictionary)
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# signal sig_e(
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# param1: int, # first param
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# param2: Dictionary,
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# )
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# ------------------------------------------------------------------------------
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var f = 40 setget set_f
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func set_f(value):
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pass
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var g:int setget set_g, get_g
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func set_g(value: int=0) -> void:
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pass
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var h:float = 1.0 setget set_h, get_h
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func set_h(value: int=0) -> void:
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pass
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func get_g() -> int:
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return 0
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# ------------------------------------------------------------------------------
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func func_a(param1, param2, param3):
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self.test()
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$Node.get_node('Foo')
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$Node.has_node('Foo')
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$Node.find_node('Foo')
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$Node.get_node_or_null('Foo')
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print($Node.has_node('Foo'))
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print(NodePath('Foo'))
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print(NodePath("Foo"))
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pass
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func func_b(param1, param2=func_a(10, 1.0, 'test')) -> void:
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pass
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func func_b1(param1 = false, param2: bool = false, param3 := false):
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pass
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func func_b2(param1 = 10, param2: int = 100, param3 := 1000):
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pass
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func func_b3(param1 = 1.0, param2: float = 10.0, param3 := 100.001):
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pass
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func func_b4(param1 = 'foo', param2: String = 'bar', param3 := 'foobar'):
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pass
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func func_b5(
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param1 = 'foo', # comment
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param2: String = 'bar',
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param3: float = 3.14159,
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param4:='foobar',
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param5:=1000,
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param6:=[],
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param7:={},
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param8:=func_a(),
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param9:=Vector2(0, 1),
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param10:=Vector2(0, 0),
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param11:=Color(1, 1, 1, 0.5),
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param12:=NodePath('Foo')
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) -> void:
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pass
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var dict = {
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a = 0,
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b = 0.0,
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c = 'test',
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}
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func func_c(
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param1: int = 10,
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param2 := 1.0,
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param3: String = 'string',
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param4 := {a=0, b=0.0, c='test'}
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):
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pass
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# ------------------------------------------------------------------------------
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var q = "double quotes"
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var r = 'single quotes'
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var s = """
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triple double quotes
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"""
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var t = '''triple single quotes''' # this should be red because it's invalid
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# ------------------------------------------------------------------------------
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var IS_CONSTANT
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var not_CONSTANT
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var ALSO_NOT_constant
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var CONSTANT_not
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# ------------------------------------------------------------------------------
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onready var node_a = $Child
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onready var node_b = $Child/GrandChild
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onready var node_bb = $Child/GrandChild/GreatGrandChild
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onready var node_bbb = $Child/GrandChild/GreatGrandChild/GreatGreatGrandChild
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onready var node_c = $"../Sibling"
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onready var node_cc = $'../Sibling'
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onready var node_d = $'..' # parent
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onready var node_e = $"../.." # grandparent
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onready var node_f = get_node('Child')
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onready var node_g = get_node("Child/GrandChild")
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onready var node_h = get_node("../Sibling")
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if has_node('Child') and get_node('Child').has_node('GrandChild'):
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pass
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#! NOTE: scene unique nodes can only appear inside quoted nodepaths, not
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#! naked ones using the $ operator
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onready var bad_unique_nodepath_a = $%Unique
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onready var bad_unique_nodepath_b = $Child/%Unique
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onready var bad_unique_nodepath_c = $Child/GrandChild/%Unique
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onready var bad_unique_nodepath_c = $Child/%Unique/ChildOfUnique
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onready var node_i = $"%Unique"
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onready var node_ii = get_node("%Unique")
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onready var node_iii = NodePath("%Unique")
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onready var node_j = $'%Unique/Child'
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onready var node_jj = get_node('%Unique/Child')
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onready var node_jjj = NodePath('%Unique/Child')
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onready var node_k = $"%Unique/%UniqueChild"
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onready var node_kk = get_node("%Unique/%UniqueChild")
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onready var node_kkk = NodePath("%Unique/%UniqueChild")
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if has_node('%Unique') and get_node('%Child').has_node('%GrandChild'):
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pass
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onready var node_i = $badlyNamedChild
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onready var node_j = $badlyNamedChild/badly_named_grandchild
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var node_path_a = NodePath("Child")
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var node_path_b = NodePath('Child/GrandChild')
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var node_path_c = NodePath('../Sibling')
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# ------------------------------------------------------------------------------
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var _script = GDScript.new()
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var directions = [
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Vector2.UP,
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Vector2.DOWN,
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Vector2.LEFT,
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Vector2.RIGHT,
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]
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enum test_enum {
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VALUE_1,
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VALUE_2,
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VALUE_3,
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}
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export(test_enum) var enum_variable = test_enum.VALUE_1
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# ------------------------------------------------------------------------------
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func if_test():
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var some_bool := true
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while some_bool:
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pass
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while (some_bool):
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pass
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if some_bool:
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return some_bool
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if (some_bool):
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return (some_bool)
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elif !some_bool:
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return !some_bool
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elif !(some_bool):
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return !(some_bool)
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elif (some_bool):
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pass
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else:
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pass
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# ------------------------------------------------------------------------------
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class InnerClass:
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var some_var = 100
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var dict = {
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'key_a': some_var,
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'key_b': str(10),
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key_c = some_var,
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key_d = int('10'),
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key_e = Color(1, 1, 1),
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key_f = Vector2(10, -10)
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}
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func _ready():
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var list = []
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for i in range(10):
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list.append(i)
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if true and true:
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pass
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elif 'foo' in list:
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pass
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elif false:
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while true:
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pass
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else:
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pass
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pass
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# ------------------------------------------------------------------------------
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func test_function():
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OS.get_name()
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