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dynamic commands #8

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slimshader opened this issue Mar 29, 2017 · 5 comments
Open

dynamic commands #8

slimshader opened this issue Mar 29, 2017 · 5 comments
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@slimshader
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Hi,

first of all: fantastic asset, I can't believe I've only found it now. Still, better late then never ;)

But to the point: I see that a way to add a command is via attribute which is nice but limits methods to statics. What I would like to have is the ability to add commands at run-time so that for example a single uREPL instance exists during a game but when different scenes are loaded they can add (or remove on unload) commands specific to that scene only.

@hecomi
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hecomi commented Apr 1, 2017

Thanks for the request! It sounds great. I'll try the implementation.

@hecomi hecomi self-assigned this Apr 1, 2017
hecomi added a commit that referenced this issue Apr 2, 2017
@hecomi
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hecomi commented Apr 2, 2017

@hecomi hecomi closed this as completed Apr 2, 2017
@slimshader
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Hi, great to see it implemented but I've noticed that RuntimeCommands is a global static class and ideally I'd like to be able to register dynamic commands per-uREPL instance. Would that be possible?

@hecomi
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hecomi commented Apr 2, 2017

I'll have to think more about the structure. Please give me some more time to think and implement that.

@hecomi hecomi reopened this Apr 2, 2017
@slimshader
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Of course, take your time, I am glad you'd consider it :) uREPL is grat now anyways.

One more small thing to also add would be to add a bool property to Window class to make it able to start as closed.

hecomi added a commit that referenced this issue Aug 18, 2019
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