-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathtodo.gd
45 lines (41 loc) · 2.28 KB
/
todo.gd
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
# TODO NOW:
# [ ] Add C# support
# Make service locator have two service lists -- One for CSharp services and
# one for GDScript services.
#
# Maybe still have the locator parse it's children for services.
# If a child is a CSharp class or a GDScript to CSharp wrapper class , then it adds it to the CSharp services.
# If the child is a GDScript class or a CSharp to GDScript wrapper class, then it adds it to the GDScript services.
#
# To do this we need to figure out how to differentiate C# vs GDSCript class. IIRC they are two different builtin types.
# (GDScript and MonoScript? -- Look this up to be sure)
#
# Maybe make all dependency.gd have two dependencies -
# a "gdscript_dependency" and a "csharp_dependency".
# FracVNE.TryGetValidNodeOrDep(self, path, curent, dependency_type = GDSCRIPT) -> csharp_dependency
# FracVNE.try_get_valid_node_or_dep(self, path, current, dependency_type = CSHARP) -> gdscript_dep
# [ ] Write a remove statement that can remove Visuals
# Example syntax:
# define bob = Visual(...)
# show bob
# remove bob # Deletes the VisualController
# TODO NEXT:
# TODO QUEUE:
# [ ] Add type checking for StoryScript binded functions
# into the Block's function handling part. We would also
# have to add an parameter in StoryScript.Param._init() to
# accept a type as a string. If this parameter is blank
# then the StoryScript.Param will accept any type.
# [ ] Refactor transitions to take in parameters
# [ ] Maybe add support for loading animations directly as transitions?
# Seems too niche though...
# [ ] Make it optional to add dialog from a printer to the dialog history)
# [ ] Add lazy loading that only loads the entire story when the game reaches the load statement.
# Maybe we would have to keep track of the lazy loads in an array in the serialized state and then
# loaded the current loaded lazy loads whenever the state is deserialized. This array will basically
# keep track of all loaded storyscripts and also the order they loaded in.
# [ ] Create and compile a default .story file that users can then
# load in for useful global variables.
# [ ] PosLeft and PosRight to represent Vector2 on right and left side of
# the screen. These constants could then be used in move statements.
# [ ] Refactor all services to have a get_types() method.