Renames / fixes for Godot 4

This commit is contained in:
Max Hilbrunner
2022-10-16 20:36:12 +02:00
parent e12fcc3da4
commit 99d3d0be12
25 changed files with 72 additions and 85 deletions

View File

@@ -134,9 +134,9 @@ specifically add :ref:`class_EditorProperty`-based controls.
return true
else:
return false
.. code-tab:: csharp
// MyInspectorPlugin.cs
#if TOOLS
using Godot;
@@ -190,6 +190,8 @@ You can display your custom widget in two ways. Use just the default ``add_child
method to display it to the right of the property name, and use ``add_child()``
followed by ``set_bottom_editor()`` to position it below the name.
.. FIXME: The second tab has the C# lexer for hightlighting disabled for now, as the provided code causes errors.
.. tabs::
.. code-tab:: gdscript GDScript
@@ -237,11 +239,11 @@ followed by ``set_bottom_editor()`` to position it below the name.
current_value = new_value
refresh_control_text()
updating = false
func refresh_control_text():
property_control.text = "Value: " + str(current_value)
.. code-tab:: csharp
.. code-tab:: none C#
// RandomIntEditor.cs
#if TOOLS