BuiltInTypes.gd 1.1 KB

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  1. extends Node
  2. signal member_signal
  3. signal member_signal_with_parameters(my_param1: String)
  4. # Called when the node enters the scene tree for the first time.
  5. func _ready() -> void:
  6. var int_var = 42
  7. var float_var = 3.14
  8. var bool_var = true
  9. var string_var = "Hello, Godot!"
  10. var nil_var = null
  11. var vector2 = Vector2(10, 20)
  12. var vector3 = Vector3(1, 2, 3)
  13. var rect2 = Rect2(0, 0, 100, 50)
  14. var quaternion = Quaternion(0, 0, 0, 1)
  15. var simple_array = [1, 2, 3]
  16. var nested_dict = {
  17. "nested_key": "Nested Value",
  18. "sub_dict": {"sub_key": 99},
  19. }
  20. var mixed_dict = {
  21. "nested_array": [1,2, {"nested_dict": [3,4,5]}]
  22. }
  23. var byte_array = PackedByteArray([0, 1, 2, 255])
  24. var int32_array = PackedInt32Array([100, 200, 300])
  25. var color_var = Color(1, 0, 0, 1) # Red color
  26. var aabb_var = AABB(Vector3(0, 0, 0), Vector3(1, 1, 1))
  27. var plane_var = Plane(Vector3(0, 1, 0), -5)
  28. var callable_var = self.my_callable_func
  29. var signal_var = member_signal
  30. member_signal.connect(singal_connected_func)
  31. print("breakpoint::BuiltInTypes::_ready")
  32. func my_callable_func():
  33. pass
  34. func singal_connected_func():
  35. pass