GDScript: Add Self
to reference a class from inside
#74618
Closed
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Add
Self
as a way to reference a class from inside its script.While at it converted
extends
inClassNode
fromVector<StringName>
toVector<IdentifierNode *>
- for better error placement.And in
is_shadowing
removed bool return type and added a check for shadowing built-in types (var Array := 3
, such check was done only for members before).Implements proposal #391.
This is a simple implementation and
Self
here always points to the class where it is used, but it does not change its meaning with inheritance:Here
x
will beA
, notB
. I think that maybe it is desirable for it to beB
- to match context dependent behavior of (potential future) typeself
. In that case there is a need for a separate name for simple type presented here.Production edit: closes godotengine/godot-proposals#391