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Snake-case .tscn, .gd and _on_* callbacks
Co-authored-by: Doug Thompson <s-git@dougthompson.co.uk>
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@@ -30,7 +30,7 @@ This would be a basic setup:
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::
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# MyCustomGizmoPlugin.gd
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# my_custom_gizmo_plugin.gd
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extends EditorNode3DGizmoPlugin
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@@ -45,7 +45,7 @@ This would be a basic setup:
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extends EditorPlugin
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const MyCustomGizmoPlugin = preload("res://addons/my-addon/MyCustomGizmoPlugin.gd")
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const MyCustomGizmoPlugin = preload("res://addons/my-addon/my_custom_gizmo_plugin.gd")
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var gizmo_plugin = MyCustomGizmoPlugin.new()
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@@ -126,7 +126,7 @@ So the final plugin would look somewhat like this:
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extends EditorNode3DGizmoPlugin
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const MyCustomNode3D = preload("res://addons/my-addon/MyCustomNode3D.gd")
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const MyCustomNode3D = preload("res://addons/my-addon/my_custom_node_3d.gd")
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func _init():
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@@ -177,12 +177,12 @@ for the Node3D nodes we want to target.
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::
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# MyCustomGizmoPlugin.gd
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# my_custom_gizmo_plugin.gd
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extends EditorNode3DGizmoPlugin
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const MyCustomNode3D = preload("res://addons/my-addon/MyCustomNode3D.gd")
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const MyCustomGizmo = preload("res://addons/my-addon/MyCustomGizmo.gd")
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const MyCustomNode3D = preload("res://addons/my-addon/my_custom_node_3d.gd")
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const MyCustomGizmo = preload("res://addons/my-addon/my_custom_gizmo.gd")
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func _init():
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@@ -201,7 +201,7 @@ This way all the gizmo logic and drawing methods can be implemented in a new cla
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::
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# MyCustomGizmo.gd
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# my_custom_gizmo.gd
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extends EditorNode3DGizmo
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@@ -52,7 +52,7 @@ you should remove the instance you have added by calling
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func _enter_tree():
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plugin = preload("res://addons/my_inspector_plugin/MyInspectorPlugin.gd").new()
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plugin = preload("res://addons/my_inspector_plugin/my_inspector_plugin.gd").new()
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add_inspector_plugin(plugin)
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@@ -87,7 +87,7 @@ you should remove the instance you have added by calling
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Interacting with the inspector
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------------------------------
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To interact with the inspector dock, your ``MyInspectorPlugin.gd`` script must
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To interact with the inspector dock, your ``my_inspector_plugin.gd`` script must
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extend the :ref:`class_EditorInspectorPlugin` class. This class provides several
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virtual methods that affect how the inspector handles properties.
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@@ -112,10 +112,10 @@ specifically add :ref:`class_EditorProperty`-based controls.
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.. tabs::
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.. code-tab:: gdscript GDScript
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# MyInspectorPlugin.gd
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# my_inspector_plugin.gd
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extends EditorInspectorPlugin
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var RandomIntEditor = preload("res://addons/my_inspector_plugin/RandomIntEditor.gd")
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var RandomIntEditor = preload("res://addons/my_inspector_plugin/random_int_editor.gd")
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func _can_handle(object):
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@@ -149,8 +149,8 @@ specifically add :ref:`class_EditorProperty`-based controls.
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return true;
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}
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public override bool _ParseProperty(GodotObject @object, Variant.Type type,
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string name, PropertyHint hintType, string hintString,
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public override bool _ParseProperty(GodotObject @object, Variant.Type type,
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string name, PropertyHint hintType, string hintString,
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PropertyUsageFlags usageFlags, bool wide)
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{
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// We handle properties of type integer.
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@@ -197,7 +197,7 @@ followed by ``set_bottom_editor()`` to position it below the name.
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.. tabs::
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.. code-tab:: gdscript GDScript
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# RandomIntEditor.gd
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# random_int_editor.gd
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extends EditorProperty
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@@ -124,7 +124,7 @@ Add a script to the button like this:
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extends Button
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func _on_PrintHello_pressed():
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func _on_print_hello_pressed():
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print("Hello from the main screen plugin!")
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.. code-tab:: csharp
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@@ -32,7 +32,7 @@ all you need to initialize your plugin.
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::
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# PerlinNoise3D.gd
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# perlin_noise_3d.gd
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@tool
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extends VisualShaderNodeCustom
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class_name VisualShaderNodePerlinNoise3D
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