51 lines
1.8 KiB
ReStructuredText
51 lines
1.8 KiB
ReStructuredText
.. _doc_gdscript_warning_system:
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GDScript warning system
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=======================
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The GDScript warning system complements :ref:`static typing <doc_gdscript_static_typing>`
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(but it can work without static typing too). It's here to help you avoid
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mistakes that are hard to spot during development, and that may lead
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to runtime errors.
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You can configure warnings in the Project Settings under the section
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called **Gdscript**:
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.. figure:: img/typed_gdscript_warning_system_settings.png
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:alt: Warning system project settings
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Warning system project settings
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You can find a list of warnings for the active GDScript file in the
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script editor's status bar. The example below has 3 warnings:
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.. figure:: img/typed_gdscript_warning_example.png
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:alt: Warning system example
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Warning system example
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To ignore specific warnings in one file, insert a special comment of the
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form ``# warning-ignore:warning-id``, or click on the ignore link to the
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right of the warning's description. Godot will add a comment above the
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corresponding line and the code won't trigger the corresponding warning
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anymore:
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.. figure:: img/typed_gdscript_warning_system_ignore.png
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:alt: Warning system ignore example
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Warning system ignore example
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You can also choose to ignore not just one but all warnings of a certain
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type in this file with ``# warning-ignore-all:warning-id``. To ignore all
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warnings of all types in a file add the comment ``# warnings-disable`` to it.
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Warnings won't prevent the game from running, but you can turn them into
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errors if you'd like. This way your game won't compile unless you fix
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all warnings. Head to the ``GDScript`` section of the Project Settings to
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turn on this option. Here's the same file as the previous example with
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warnings as errors turned on:
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.. figure:: img/typed_gdscript_warning_system_errors.png
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:alt: Warnings as errors
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Warnings as errors
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