Operating system or device - Godot version:
Issue description (what happened, and what was expected):
func _on_Area2D_body_enter( body ):
body.
no functions listed after . typed.
Steps to reproduce:
Link to minimal example project (optional but very welcome):
Godot version? Since there were some changes to code completion in the current master branch since 2.0.3 even 2.0.4.
2.0.3 and 2.1
I don't recall completion working for arguments of signal connections. Was this working on a previous version?
Since GdScript is duck typed there's no way the Editor can know what type is body. To solve this you need static typing (or a way to hint the type) i usually add a line body = RigidBody.new() at the start and try not to forget to comment it later...
We'll add type hints for 2.2
On Jul 14, 2016 3:47 PM, "Mariano Javier Suligoy" [email protected]
wrote:
Since GdScript is duck typed there's no way the Editor can know what type
is body. To solve this you need static typing (or a way to hint the type) i
usually add a line body = RigidBody.new() at the start and try not to
forget to comment it later...—
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Also onready var node = get_node("mynode") is a very handy feature,
but get_node have no hint for the node name as write var node = get_node("mynode") in _ready()
As mentioned in https://github.com/godotengine/godot/issues/15718#issuecomment-446207371, this is now solved thanks to optional typing in 3.1.
@vnen Do you think we should go one step further and automatically set the type hint when connecting signals?
@akien-mga that is already the case if you have the option enabled in Editor Settings.
Nice, closing then.
@akien-mga that is already the case if you have the option enabled in Editor Settings.
cool, is this feature enabled by default? it should imho
Most helpful comment
I don't recall completion working for arguments of signal connections. Was this working on a previous version?