godot/dot_data_parser.py
def _proc_node_stmt(self, toks):
        """ Return (ADD_NODE, node_name, options)
        """
        opts = toks[1]
        dummy_node = Node("dummy")
        # Coerce attribute types.
        for key, value in opts.iteritems():
            trait = dummy_node.trait(key)
            if trait is not None:
                if trait.is_trait_type( Float ):
                    opts[key] = float( value )

                elif trait.is_trait_type( Tuple ):
                    opts[key] = tuple( [float(c) for c in value.split(",")] )

        return super(GodotDataParser, self)._proc_node_stmt(toks)
def _proc_node_stmt(self, toks):
        """ Return (ADD_NODE, node_name, options)
        """
        opts = toks[1]
        dummy_node = Node("dummy")
        # Coerce attribute types.
        for key, value in opts.iteritems():
            trait = dummy_node.trait(key)
            if trait is not None:
                if trait.is_trait_type( Float ):
                    opts[key] = float( value )

                elif trait.is_trait_type( Tuple ):
                    opts[key] = tuple( [float(c) for c in value.split(",")] )

        return super(GodotDataParser, self)._proc_node_stmt(toks)
def _proc_node_stmt ( self , toks ) : opts = toks [ 1 ] dummy_node = Node ( "dummy" ) # Coerce attribute types. for key , value in opts . iteritems ( ) : trait = dummy_node . trait ( key ) if trait is not None : if trait . is_trait_type ( Float ) : opts [ key ] = float ( value ) elif trait . is_trait_type ( Tuple ) : opts [ key ] = tuple ( [ float ( c ) for c in value . split ( "," ) ] ) return super ( GodotDataParser , self ) . _proc_node_stmt ( toks )
Return (ADD_NODE, node_name, options)
Return ( ADD_NODE node_name options )