Releases: eumario/GodotSharpExtras
Version 0.2.3
Version 0.2.2
Version 0.2.2
Another patch release, added ability to connect signals on different nodes to the same Signal Handler function.
Version 0.2.1
Release 0.2.1
Minor release update for library. What has changed:
- Added internal documentation for SignalHandlerAttribute
- Modified SignalHandler to allow connecting to signals on the node itself, instead of requiring a variable for the node to connect to.
Version 0.2.0, Now with Signal Connecting!
Release v0.2.0
Release v0.2.0 has gone through some changes. Code base has been restructured to be more aligned with some better understanding, may in the future be restructured once more. Also, a breaking change, is that the namespace has changed. From now on, the namespace will follow the Godot.Sharp.Extras namespace.
Also included in this release, is a new Attribute, SignalHandlerAttribute. This attribute allows you to define a function as being a Signal Handler for nodes, and can be easily setup, by using the following:
using Godot;
using Godot.Sharp.Extras;
public class MyScene : Control {
[NodePath("MyButton")]
Button _myButton = null;
public override void _Ready() {
this.OnReady();
}
[SignalHandler("pressed", nameof(_myButton))]
void OnPressed_MyButton() {
GD.Print("Hello World!");
}
}This allows code to be more cleaner, and understandable, as well as cleaning up the _Ready() function for only having to deal with setting up nodes with their proper values, placements, and such, and leaves the grunt work to the OnReady() function to handle grabbing all the nodes, and connecting their signals. You can still use node.Connect() to connect to signals, this just gives a way to make it more easy to implement, and easier way to decorate a function as an EventHandler, leading to easier to read code.
Comments, suggestions, and help, always welcome!
EuMario / CasperDragonWolf
v0.1.0
Initial Release of GodotSharpExtras. This is a library started to take over for GodotCSTools, and implement the proper functions for Godot Mono 3.x projects, that are missing. Currently implemented is NodePath, ResolveNode and OnReady() functions, to provide support for missing onready keyword that is provided by GDScript. See README.md on how to install, or build.