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Asked By
whooshfrosted
Old Version
Published before Godot 3 was released.
Say I have a class and I load it into a script as this issue here.
How do I save it from the current script? The last comment says “Well, we can have subclasses export variables as well, can’t we?” What does that comment mean?
extends Node
const Grid = preload("addons/terrain/array2d.gd")
# Error: export hint is not a type or resource
export(Grid) var save = null
func _ready():
save = Grid.create(8,5,1)
Or perhaps I am thinking about this in the wrong way? Would the Godot way be to put the subclass script on a sub-node?
This is currently not supported. In my terrain plugin I had to work around it by putting the raw grid array in export, and wrapping it later with C-style static functions:
var _data = []
func _get_property_list():
return [
# We just want to hide the following properties
{
"name": "_data",
"type": TYPE_ARRAY,
"usage": PROPERTY_USAGE_STORAGE
}
]
Util.grid_resize(_data, new_size)
var cp = Util.grid_clone(_data)
# Etc...
I think the last comment was a suggestion to have this feature in the future… then nobody looked into it yet. If you want to discuss this issue you can eventually do it on Github.