CompEnum

gdext.internal.register.CompEnum
object CompEnum

Enumeration helpers + the AsRef projection. Each helper takes the comp already projected to its bare wrapper type E and returns the option names; a null/unassigned comp yields Seq("") so the resulting ENUM has a single valid empty entry rather than a malformed empty hint string.

Attributes

Graph
Supertypes
class Object
trait Matchable
class Any
Self type
CompEnum.type

Members list

Type members

Classlikes

object AsRef

Attributes

Companion
trait
Supertypes
class Object
trait Matchable
class Any
Self type
AsRef.type
trait AsRef[C, E]

Projects a comp field's declared type C to the bare wrapper E the enumeration expects. Summoned at the macro site; the annotation fixes E, so a comp of an incompatible type fails to summon with a clear compile error. An unassigned/empty reference projects to a null E (the helpers guard it).

Projects a comp field's declared type C to the bare wrapper E the enumeration expects. Summoned at the macro site; the annotation fixes E, so a comp of an incompatible type fails to summon with a clear compile error. An unassigned/empty reference projects to a null E (the helpers guard it).

Attributes

Companion
object
Supertypes
class Object
trait Matchable
class Any

Value members

Concrete methods

def animationNames(m: AnimationMixer): Seq[String]
def animationStateNames(t: AnimationTree): Seq[String]
def animationStateNodeNames(t: AnimationTree, state: String): Seq[String]

Names of the sub-nodes inside one state's AnimationNodeBlendTree (e.g. a OneShot to fire, or a plain AnimationNodeAnimation whose clip is swapped at runtime). Read from the blend tree's own nodes/<name>/node properties, so every sub-node is listed — NOT from the tree's parameters/... paths, which omit sub-nodes that expose no editable parameter (e.g. AnimationNodeAnimation).

Names of the sub-nodes inside one state's AnimationNodeBlendTree (e.g. a OneShot to fire, or a plain AnimationNodeAnimation whose clip is swapped at runtime). Read from the blend tree's own nodes/<name>/node properties, so every sub-node is listed — NOT from the tree's parameters/... paths, which omit sub-nodes that expose no editable parameter (e.g. AnimationNodeAnimation).

Attributes

def animationStateParams(t: AnimationTree, state: String): Seq[String]
def animationTreeParams(t: AnimationTree): Seq[String]
def boneNames(sk: Skeleton3D): Seq[String]
def spriteAnimationNames(f: SpriteFrames): Seq[String]