rename EditorSpatialGizmo* to EditorNode3DGizmo*

This commit is contained in:
Jiri Suchan
2022-10-13 09:56:23 +09:00
parent 823021bed3
commit 4d8b50bb09

View File

@@ -91,7 +91,7 @@ or all the handle related ones.
create_handle_material("handles")
func redraw(gizmo):
func _redraw(gizmo):
gizmo.clear()
var node3d = gizmo.get_node3d()
@@ -112,7 +112,7 @@ or all the handle related ones.
# ...
Note that we created a material in the `_init` method, and retrieved it in the `redraw`
Note that we created a material in the `_init` method, and retrieved it in the `_redraw`
method using :ref:`get_material()<class_EditorNode3DGizmoPlugin_method_get_material>`. This
method retrieves one of the material's variants depending on the state of the gizmo
(selected and/or editable).
@@ -136,7 +136,7 @@ So the final plugin would look somewhat like this:
return node is MyCustomNode3D
func redraw(gizmo):
func _redraw(gizmo):
gizmo.clear()
var node3d = gizmo.get_node3d()
@@ -158,7 +158,7 @@ So the final plugin would look somewhat like this:
# You should implement the rest of handle-related callbacks
# (_get_handle_name(), _get_handle_value(), _commit_handle(), ...).
Note that we just added some handles in the redraw method, but we still need to implement
Note that we just added some handles in the `_redraw` method, but we still need to implement
the rest of handle-related callbacks in :ref:`EditorNode3DGizmoPlugin <class_EditorNode3DGizmoPlugin>`
to get properly working handles.
@@ -207,7 +207,7 @@ This way all the gizmo logic and drawing methods can be implemented in a new cla
var gizmo_size = 3.0
func redraw():
func _redraw():
clear()
var node3d = get_node3d()
@@ -232,6 +232,6 @@ This way all the gizmo logic and drawing methods can be implemented in a new cla
# You should implement the rest of handle-related callbacks
# (_get_handle_name(), _get_handle_value(), _commit_handle(), ...).
Note that we just added some handles in the redraw method, but we still need to implement
Note that we just added some handles in the `_redraw` method, but we still need to implement
the rest of handle-related callbacks in :ref:`EditorNode3DGizmo<class_EditorNode3DGizmo>`
to get properly working handles.