Edit of asset "GsomConsole" Accepted
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Title | GsomConsole | |
Description |
A Half-Life 1 inspired console for Godot projects. There is a singleton and optional UI (that doesn't autoload). It's also possible to craft your own UI instead. Future versions may provide additional UI implementations as well. The core idea: you have CVARs (console variables) and CMDs (commands). You can use CVARs as global variables and settings. CMDs are like global events/signals. Supported variable types: `bool, int, float, String` - the variable type is determined when it is registered with an initial value. After that, new values are interpreted as being of that type. `GsomConsole.register_cvar("test", 5, "Description.")` - will register an `int` CVAR. ● `test` -> output 5 ● `test 6` -> now `test` is `6` ● `test 7.1` -> now test is `7` because it is `int` Registering commands simply declares them for future calls. The console doesn't do anything specific per CMD call - only emits the `called_cmd` signal. `GsomConsole.register_cmd("do_something", "Description.")` - will register the `do_something` CMD. ● `do_something` -> will emit `called_cmd.emit("do_something", [])`. ● `do_something abc -1 20 true 3.3` -> will emit `called_cmd.emit("do_something", ["abc", "-1", "20", "true", "3.3"])`. |
A Half-Life 1 inspired console for Godot projects. There is a singleton and optional UI (that doesn't autoload). It's also possible to craft your own UI instead. Future versions may provide additional UI implementations as well. The core idea: you have CVARs (console variables) and CMDs (commands). You can use CVARs as global variables and settings. CMDs are like global events/signals. Supported variable types: [code]bool, int, float, String[/code] - the variable type is determined when it is registered with an initial value. After that, new values are interpreted as being of that type. [code]GsomConsole.register_cvar("test", 5, "Description.")[/code] - will register an [code]int[/code] CVAR. ● [code]test[/code] -> output 5 ● [code]test 6[/code] -> now [code]test[/code] is [code]6[/code] ● [code]test 7.1[/code] -> now test is [code]7[/code] because it is [code]int[/code] Registering commands simply declares them for future calls. The console doesn't do anything specific per CMD call - only emits the [code]called_cmd[/code] signal. [code]GsomConsole.register_cmd("do_something", "Description.")[/code] - will register the [code]do_something[/code] CMD. ● [code]do_something[/code] -> will emit [code]called_cmd.emit("do_something", [])[/code]. ● [code]do_something abc -1 20 true 3.3[/code] -> will emit [code]called_cmd.emit("do_something", ["abc", "-1", "20", "true", "3.3"])[/code]. |
Category | Tools | |
License | MIT | |
Repository Provider | GitHub | |
Repository Url | https://github.com/raub/gsom_console | |
Issues Url | https://github.com/raub/gsom_console/issues | |
Godot version | Godot 4.2 | |
Version String | 0.1.0 | 0.0.2 |
Download Commit | f4cf25adcc16a6fb494576eeccd8f44d62bfe1e2 | ad7af0f54f5f1dea275549a48d565aebff3893ec |
Download Url (Computed) | https://github.com/raub/gsom_console/archive/f4cf25adcc16a6fb494576eeccd8f44d62bfe1e2.zip | https://github.com/raub/gsom_console/archive/ad7af0f54f5f1dea275549a48d565aebff3893ec.zip |
Icon Url |
https://raw.githubusercontent.com/raub/gsom_console/0.0.1/icon.png
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