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nodeconnectorgodot's Issues

[Feature] Add a prompt to choose which script to modify

When there are more than 1 script attached to nodes in the current scene prompt the user with a list of all the scripts to select.

Stretch goal 1: Sort the list based on which scripts are a common ancestor to all the selected nodes. With ancestors that are higher in the hierarchy being lower in the list.

Stretch goal 2: Show two lists of scripts. The first list is ancestors common to all selected nodes and the second list is scripts that aren't. Or at least de-emphasize the scripts that don't share a common ancestor.

[IMPORTANT] Found a workaround

at README you can find:
Note: There is one annoyance, that when modifying an existing script Godot doesn't pickup the changes until you unfocus Godot and reopen it.

Better Workaround
If you go to scripts tab close the script which will be modified by the plugin (CTRL+W), then use the plugin, when you open the script again the changes will be there :D

[Feature] Support built-in scripts

I'm clicking at connect nodes, and cannot see changes, unfocus would be close and reopen the engine?

Screenshot from 2020-04-09 09-38-55

Using a built-in script!
Screenshot from 2020-04-09 09-40-36

edit

Closing and reopening godot worked, but only for non-built-in script, if using built-in the closing/opening does not work

maybe is related to this issue: godotengine/godot#10946

[Feature Request] Support for NodePath

Problem

User changes the Tree structure

Actual Solution

Select them again and generate code
Ps: I didnt tested if clicking generate code two time it will add repeated code

Proposal

Instead of simple finding a node, the plugin generates a:

signal changed_tree_structure

export var path:NodePath

func _on_ready():
    path = path_to_node

CHeck if tree structure changed and re-assign to nodepath

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