mirror of
https://github.com/godotengine/godot-docs.git
synced 2026-01-03 05:48:42 +03:00
committed by
Rémi Verschelde
parent
4a5fcf25d1
commit
bfa3a21dc9
@@ -228,7 +228,7 @@ library and communicates back to the engine what objects we make available.
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godot_instance_destroy_func destroy = { NULL, NULL, NULL };
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destroy.destroy_func = &simple_destructor;
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nativescript_api->godot_nativescript_register_class(p_handle, "Simple", "Reference",
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nativescript_api->godot_nativescript_register_class(p_handle, "SIMPLE", "Reference",
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create, destroy);
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godot_instance_method get_data = { NULL, NULL, NULL };
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@@ -236,7 +236,7 @@ library and communicates back to the engine what objects we make available.
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godot_method_attributes attributes = { GODOT_METHOD_RPC_MODE_DISABLED };
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nativescript_api->godot_nativescript_register_method(p_handle, "Simple", "get_data",
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nativescript_api->godot_nativescript_register_method(p_handle, "SIMPLE", "get_data",
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attributes, get_data);
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}
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@@ -495,7 +495,7 @@ Creating the NativeScript (``.gdns``) file
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------------------------------------------
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With our ``.gdnlib`` file we've told Godot how to load our library, now we need
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to tell it about our "Simple" object class. We do this by creating a
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to tell it about our "SIMPLE" object class. We do this by creating a
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:ref:`NativeScript <class_NativeScript>` resource file with ``.gdns`` extension.
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Like done for the GDNativeLibrary resource, click the button to create a new
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@@ -504,7 +504,7 @@ resource in the Inspector and select ``NativeScript``:
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.. image:: img/nativescript_resource.png
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The inspector will show a few properties that we need to fill. As *Class Name*
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we enter "Simple" which is the object class name that we declared in our C
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we enter "SIMPLE" which is the object class name that we declared in our C
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source when calling ``godot_nativescript_register_class``. We also need to
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select our ``.gdnlib`` file by clicking on *Library* and selecting *Load*:
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