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Currently to use beehave in a C# project requires calling GetNode("node").Call("xxx") with strings functions names. This is prone to causing runtime issues, for example if beehave changed a method this would still compile in C#.
Describe the solution you'd like
Beehave could ship a C# wrapper that would prevent the above from happening.
This also heavily eases use within IDE, because through this wrapper we can use known type declarations instead of everything coming through as GodotObjects.
The text was updated successfully, but these errors were encountered:
Is your feature request related to a problem? Please describe.
Currently to call phantom camera methods in C# you have to do something like this:
Currently to use beehave in a C# project requires calling
GetNode("node").Call("xxx")
with strings functions names. This is prone to causing runtime issues, for example if beehave changed a method this would still compile in C#.Describe the solution you'd like
Beehave could ship a C# wrapper that would prevent the above from happening.
Additional context
One such example:
https://github.com/Portponky/better-terrain/blob/main/addons/better-terrain/BetterTerrain.cs
This also heavily eases use within IDE, because through this wrapper we can use known type declarations instead of everything coming through as GodotObjects.
The text was updated successfully, but these errors were encountered: