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July 17, 2023 20:44
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Empty template for a Godot 4.1 plugin in GDScript
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@tool | |
extends EditorPlugin | |
func _enter_tree() -> void: | |
pass | |
func _exit_tree() -> void: | |
pass | |
func _apply_changes() -> void: | |
pass | |
func _build() -> bool: | |
return true | |
func _clear() -> void: | |
pass | |
func _disable_plugin() -> void: | |
pass | |
func _edit(object: Object) -> void: | |
pass | |
func _enable_plugin() -> void: | |
pass | |
func _forward_3d_draw_over_viewport(viewport_control: Control) -> void: | |
pass | |
func _forward_3d_force_draw_over_viewport(viewport_control: Control) -> void: | |
pass | |
func _forward_3d_gui_input(viewport_camera: Camera3D, event: InputEvent) -> int: | |
return EditorPlugin.AFTER_GUI_INPUT_PASS | |
func _forward_canvas_draw_over_viewport(viewport_control: Control) -> void: | |
pass | |
func _forward_canvas_force_draw_over_viewport(viewport_control: Control) -> void: | |
pass | |
func _forward_canvas_gui_input(event: InputEvent) -> bool: | |
return false | |
func _get_breakpoints() -> PackedStringArray: | |
return [] | |
func _get_plugin_icon() -> Texture2D: | |
return null | |
func _get_plugin_name() -> String: | |
return "" | |
func _get_state() -> Dictionary: | |
return {} | |
func _get_window_layout(configuration: ConfigFile) -> void: | |
pass | |
func _handles(object: Object) -> bool: | |
return false | |
func _has_main_screen() -> bool: | |
return false | |
func _make_visible(visible: bool) -> void: | |
pass | |
func _save_external_data() -> void: | |
pass | |
func _set_state(state: Dictionary) -> void: | |
pass | |
func _set_window_layout(configuration: ConfigFile) -> void: | |
pass |
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