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Proposal: New 'NodeName' parameter type for commands/functions #103
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CoreIssues concerning the compiler or engine-independent code in the YarnSpinner repoIssues concerning the compiler or engine-independent code in the YarnSpinner repoProposalAn idea for a new feature or changed behaviour you wantAn idea for a new feature or changed behaviour you wantUnityIssues concerning the Unity engine-specific code in the YarnSpinner-Unity repoIssues concerning the Unity engine-specific code in the YarnSpinner-Unity repo
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CoreIssues concerning the compiler or engine-independent code in the YarnSpinner repoIssues concerning the compiler or engine-independent code in the YarnSpinner repoProposalAn idea for a new feature or changed behaviour you wantAn idea for a new feature or changed behaviour you wantUnityIssues concerning the Unity engine-specific code in the YarnSpinner-Unity repoIssues concerning the Unity engine-specific code in the YarnSpinner-Unity repo
Additions to core/Unity code that allows functions and commands to be declared that accept a NodeName-typed parameter, either as a strict type or as a type-hinted annotation on what is otherwise a string. This would allow compile-time error-checking of many values, and for the editor to do design-time validation that what the value you have given does refer to a node which exists in the current project.
Examples of why this would be useful:
visited()which counts exits rather than entries, or functions which query the saliency systemvisited()People are already doing this with strings, but more validation is good!