Custom Errors in GDScript
This script demonstrates how to create and use custom error types in GDScript. Here’s a breakdown of the code:
We define a custom
ArgError
class to represent an argument error. It has two properties:arg
(the problematic argument) andmessage
(a description of the error).The
_to_string()
method is implemented to provide a string representation of the error. This is similar to theError()
method in Go.The
f()
function demonstrates how to return and use the custom error. If the argument is 42, it returns an array with -1 and anArgError
instance. Otherwise, it returns the argument plus 3 andnull
(which represents no error).In the
_ready()
function (which is called automatically when the script is loaded), we callf(42)
and check if the returned error is an instance ofArgError
.GDScript doesn’t have a direct equivalent to Go’s
errors.As()
. Instead, we use theis
keyword to check if an object is an instance of a specific class.
To run this script:
- Create a new script in your Godot project.
- Copy the above code into the script.
- Attach the script to a Node in your scene.
- Run the scene.
The output should be:
This example shows how to create and use custom error types in GDScript, providing a way to handle specific error conditions in your code.