Input: (UI bindings from my reactive framework for Godot, condensed)
extends Node
func _ready() -> void:
S.declare([
S.bind_label(item_name, title),
S.bind_label(item_description, description),
S.bind_label(cost, cost_label),
S.bind_label(buy_switch_text, buy_or_switch_label),
S.bind_visible(active, self),
S.bind_visible(should_show_cost, cost_container),
]).bind(self)
Output:
extends Node
func _ready() -> void:
S \
.declare([
S.bind_label(item_name, title),
S.bind_label(item_description, description),
S.bind_label(cost, cost_label),
S.bind_label(buy_switch_text, buy_or_switch_label),
S.bind_visible(active, self),
S.bind_visible(should_show_cost, cost_container),
]) \
.bind(self)
While the code is still valid, it seems that it trips some check for the continuation lines? (double indents are very suspicious here)
Removing .bind(self) stops triggering this behavior.
Input: (UI bindings from my reactive framework for Godot, condensed)
Output:
While the code is still valid, it seems that it trips some check for the continuation lines? (double indents are very suspicious here)
Removing
.bind(self)stops triggering this behavior.