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committed by
Rémi Verschelde
parent
42b1ec4d42
commit
a7387165a2
@@ -9,7 +9,7 @@ What this tutorial covers
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As seen in the :ref:`doc_making_plugins` page, making a basic plugin that
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extends the editor is fairly easy. This plugin mechanism also allows you to
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create new UIs in the central part of the editor, similarly to the basic 2D, 3D,
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Script and AssetLib views. Such editor plugins are refered as "Main screen
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Script and AssetLib views. Such editor plugins are referred as "Main screen
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plugins".
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This tutorial leads you through the creation of a basic main screen plugin. With
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@@ -75,7 +75,7 @@ Scenes
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------
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The ``main_screen_plugin.gd`` file will be responsible for each of our plugin's
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UI element instanciation, and it will also manage the communication between them.
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UI element instantiation, and it will also manage the communication between them.
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As a matter of fact, we wish to design each UI element in their own scene.
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Different scenes are not aware of each other unless they are both children of a
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@@ -91,13 +91,13 @@ and scene #2 will be connected to that signal. Since all of our UI scenes will
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be instanced by ``main_screen_plugin.gd`` script, this one script will also
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connect each of them to the required signals.
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.. note:: If the ``main_screen_plugin.gd`` instanciates the UI scenes, won't
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.. note:: If the ``main_screen_plugin.gd`` instantiates the UI scenes, won't
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they be brothers nodes then?
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Not necessarily: this script may add all UI scenes as children of the same node
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of the editor's scene tree - but maybe it won't. And the ``main_screen_plugin.gd``
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script will *not* be the parent node of any instanciated scene because it is a
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script, not a node! This script will only hold references to instanciated
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script will *not* be the parent node of any instantiated scene because it is a
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script, not a node! This script will only hold references to instantiated
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scenes.
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Main screen scene
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@@ -44,7 +44,7 @@ do the work for you.
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Note that these repositories now have different branches for different
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versions of Godot. GDNative modules written for an earlier version of
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Godot will work in newer versions (with the exception of one breaking
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change in ARVR interfaces between 3.0 and 3.1) but not vise versa so
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change in ARVR interfaces between 3.0 and 3.1) but not vice versa so
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make sure you download the correct branch.
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Also note that the version of Godot you use to generate the ``api.json``
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with becomes your minimum version.
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