GodotScript.hpp: Fix GodotScript variables
Signed-off-by: Username404-59 <w.iron.zombie@gmail.com>
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@ -7,7 +7,11 @@ struct GsTarget: Target {
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unordered_task_map getTaskMap() final {
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unordered_task_map getTaskMap() final {
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return {
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return {
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make_task(Define<false>,
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make_task(Define<false>,
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output << (parseComponent.final ? "const " : "var ") << parseComponent.name << " = "; // TODO Handle redefining GodotScript variables
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const optional previous = parsedTree.findReferenceByName<Define<false>>(parseComponent.name);
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if (previous.has_value() and &previous.value().get() == &parseComponent) { // TODO Recursively traverse the parsedTree's parents and their parents to find existing definitions and do it in semantic analysis
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output << (parseComponent.final ? "const " : "var ");
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}
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output << parseComponent.name << " = ";
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transpileTree(parseComponent.content);
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transpileTree(parseComponent.content);
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),
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),
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make_task(types::String, stringInterpolation(R"(""")", parseComponent.content);),
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make_task(types::String, stringInterpolation(R"(""")", parseComponent.content);),
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