Add debug prints (#48)

This commit is contained in:
Rafał Mikrut
2021-04-28 13:26:20 +02:00
committed by GitHub
parent 4a4a1543d9
commit 7177d6034a
2 changed files with 146 additions and 93 deletions

View File

@@ -1,39 +1,67 @@
extends Node
var TIME_TO_DELETE : float = 1.0
var time_to_delete : float = TIME_TO_DELETE
var disabled_classes : Array = []
func _populate() -> void:
for _i in range(2): # Number of created
for name_of_class in ClassDB.get_class_list():
if name_of_class in disabled_classes:
continue
if !ClassDB.can_instance(name_of_class):
continue
if ClassDB.is_parent_class(name_of_class,"Control"):
add_child(ClassDB.instance(name_of_class))
continue
if ClassDB.is_parent_class(name_of_class,"Spatial"):
add_child(ClassDB.instance(name_of_class))
continue
if ClassDB.is_parent_class(name_of_class,"Node2D"):
add_child(ClassDB.instance(name_of_class))
continue
if ClassDB.is_parent_class(name_of_class,"Node"):
add_child(ClassDB.instance(name_of_class))
continue
# Populate at start
func _ready() -> void:
_populate()
# This script adds nodes to scene tree and removes them after certain amount
# of time
# Counters which are used to delete and adds nodes in loop
var TIME_TO_DELETE: float = 3.0
var time_to_delete: float = TIME_TO_DELETE
# List of disabled classes
var disabled_classes: Array = []
# List of all collected nodes which
var classes: Array = []
var debug_enabled: bool = false
# Collects all classes which will be used
func collect() -> void:
for name_of_class in ClassDB.get_class_list():
if name_of_class in disabled_classes:
continue
if !ClassDB.can_instance(name_of_class):
continue
if ClassDB.is_parent_class(name_of_class, "Control"):
classes.append(name_of_class)
continue
if ClassDB.is_parent_class(name_of_class, "Spatial"):
classes.append(name_of_class)
continue
if ClassDB.is_parent_class(name_of_class, "Node2D"):
classes.append(name_of_class)
continue
if ClassDB.get_parent_class(name_of_class) == "Node":
classes.append(name_of_class)
continue
classes.sort()
if debug_enabled:
var to_print: String = "DEBUG: List of classes used in Nodes scene:\n"
to_print += "DEBUG: ["
for index in range(classes.size()):
to_print += "\"" + classes[index] + "\""
if index != classes.size() - 1:
to_print += ", "
print(to_print)
# Adds nodes to scenes
func populate() -> void:
for _i in range(2): # Number of created instances of object
for name_of_class in classes:
add_child(ClassDB.instance(name_of_class))
# Populate nodes at start
func _ready() -> void:
collect()
populate()
# Move nodes a little and delete and readd them later
func _process(delta: float) -> void:
# Moves nodes a little
for i in get_children():
if i is Control:
i._set_size(Vector2(200 * randf() - 100, 200 * randf() - 100))
@@ -43,12 +71,17 @@ func _process(delta: float) -> void:
if i.get_name() != "Camera":
i.set_scale(Vector3(delta + 1, delta + 1, delta + 1))
i.set_translation(Vector3(10 * randf(), 10 * randf(), 10 * randf()))
time_to_delete -= delta
# Delete and adds later nodes
if time_to_delete < 0:
if debug_enabled:
print("DEBUG: Deleting nodes")
time_to_delete += TIME_TO_DELETE
for i in get_children():
i.queue_free()
_populate()
if debug_enabled:
print("DEBUG: Adding nodes")
populate()