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Merge pull request #6211 from Evanaellio/fix-tool-annotation
Fix references to the @tool annotation
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@@ -147,7 +147,7 @@ or run game code in the editor. This means you can **use the same code**
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and scenes for your games, or **build plugins and extend the editor.**
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This leads to a reliable and flexible UI system, as it powers the editor
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itself. With the ``tool`` keyword, you can run any game code in the editor.
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itself. With the ``@tool`` annotation, you can run any game code in the editor.
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|image5|
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@@ -155,7 +155,7 @@ itself. With the ``tool`` keyword, you can run any game code in the editor.
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UI tools for its node-based programming system and for the rest of the
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interface.*
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Put the ``tool`` keyword at the top of any GDScript file and it will run
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Put the ``@tool`` annotation at the top of any GDScript file and it will run
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in the editor. This lets you import and export plugins, create plugins
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like custom level editors, or create scripts with the same nodes and API
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you use in your projects.
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@@ -167,7 +167,7 @@ To create a new node type, you can use the function
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:ref:`class_EditorPlugin` class. This function can add new types to the editor
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(nodes or resources). However, before you can create the type, you need a script
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that will act as the logic for the type. While that script doesn't have to use
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the ``@tool`` keyword, it can be added so the script runs in the editor.
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the ``@tool`` annotation, it can be added so the script runs in the editor.
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For this tutorial, we'll create a button that prints a message when
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clicked. For that, we'll need a script that extends from
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@@ -36,7 +36,7 @@ use cases:
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How to use it
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-------------
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To turn a script into a tool, add the keyword ``@tool`` at the top of your code.
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To turn a script into a tool, add the ``@tool`` annotation at the top of your code.
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To check if you are currently in the editor, use: ``Engine.is_editor_hint()``.
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@@ -351,6 +351,6 @@ If you are using :ref:`EditorScript<class_EditorScript>`:
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.. warning::
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Using ``@tool`` improperly can yield many errors. It is advised to first
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write the code how you want it, and only then add the ``@tool`` keyword to
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write the code how you want it, and only then add the ``@tool`` annotation to
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the top. Also, make sure to separate code that runs in-editor from code that
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runs in-game. This way, you can find bugs more easily.
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@@ -689,7 +689,7 @@ We suggest to organize GDScript code this way:
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::
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01. tool
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01. @tool
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02. class_name
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03. extends
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04. # docstring
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@@ -724,7 +724,7 @@ This code order follows four rules of thumb:
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Class declaration
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~~~~~~~~~~~~~~~~~
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If the code is meant to run in the editor, place the ``tool`` keyword on the
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If the code is meant to run in the editor, place the ``@tool`` annotation on the
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first line of the script.
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Follow with the `class_name` if necessary. You can turn a GDScript file into a
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