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Update export docs to use annotations
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committed by
Nathan Lovato
parent
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commit
ec48a04a85
@@ -9,14 +9,14 @@ Introduction to exports
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In Godot, class members can be exported. This means their value gets saved along
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with the resource (such as the :ref:`scene <class_PackedScene>`) they're
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attached to. They will also be available for editing in the property editor.
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Exporting is done by using the ``export`` keyword::
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Exporting is done by using the ``@export`` annotation::
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extends Button
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export var number = 5 # Value will be saved and visible in the property editor.
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@export var number = 5 # Value will be saved and visible in the property editor.
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An exported variable must be initialized to a constant expression or have an
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export hint in the form of an argument to the ``export`` keyword (see the
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An exported variable must be initialized to a constant expression or have a type specifier
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in the variable. Some of the export annotations have a specific type and don't need the variable to be typed (see the
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*Examples* section below).
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One of the fundamental benefits of exporting member variables is to have
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@@ -24,6 +24,8 @@ them visible and editable in the editor. This way, artists and game designers
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can modify values that later influence how the program runs. For this, a
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special export syntax is provided.
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Exporting can only be done with built-in types or objects derived from the :ref:`Resource class <class_Resource>`.
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.. note::
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Exporting properties can also be done in other languages such as C#.
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@@ -37,99 +39,102 @@ Examples
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# If the exported value assigns a constant or constant expression,
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# the type will be inferred and used in the editor.
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export var number = 5
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@export var number = 5
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# Export can take a basic data type as an argument, which will be
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# used in the editor.
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# If there's no default value, you can add a type to the variable.
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export(int) var number
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@export var number: int
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# Export can also take a resource type to use as a hint.
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# Export works with resource types.
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export(Texture) var character_face
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export(PackedScene) var scene_file
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@export var character_face: Texture
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@export var scene_file: PackedScene
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# There are many resource types that can be used this way, try e.g.
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# the following to list them:
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export(Resource) var resource
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@export var resource: Resource
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# Integers and strings hint enumerated values.
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# Editor will enumerate as 0, 1 and 2.
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export(int, "Warrior", "Magician", "Thief") var character_class
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# Editor will enumerate with string names.
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export(String, "Rebecca", "Mary", "Leah") var character_name
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@export_enum("Warrior", "Magician", "Thief") var character_class
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# If type is String, editor will enumerate with string names.
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@export_enum("Rebecca", "Mary", "Leah") var character_name: String
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# Named enum values
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# Editor will enumerate as THING_1, THING_2, ANOTHER_THING.
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enum NamedEnum {THING_1, THING_2, ANOTHER_THING = -1}
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export(NamedEnum) var x
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@export var x: NamedEnum
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# Strings as paths
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# String is a path to a file.
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export(String, FILE) var f
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@export_file var f
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# String is a path to a directory.
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export(String, DIR) var f
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@export_dir var f
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# String is a path to a file, custom filter provided as hint.
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export(String, FILE, "*.txt") var f
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@export_file("*.txt") var f
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# Using paths in the global filesystem is also possible,
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# but only in scripts in "tool" mode.
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# but only in scripts in tool mode.
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# String is a path to a PNG file in the global filesystem.
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export(String, FILE, GLOBAL, "*.png") var tool_image
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@export_global_file("*.png") var tool_image
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# String is a path to a directory in the global filesystem.
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export(String, DIR, GLOBAL) var tool_dir
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@export_global_dir var tool_dir
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# The MULTILINE setting tells the editor to show a large input
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# The multiline annotation tells the editor to show a large input
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# field for editing over multiple lines.
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export(String, MULTILINE) var text
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@export_multiline var text
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# Limiting editor input ranges
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# Allow integer values from 0 to 20.
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export(int, 20) var i
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@export_range(0, 20) var i
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# Allow integer values from -10 to 20.
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export(int, -10, 20) var j
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@export_range(-10, 20) var j
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# Allow floats from -10 to 20 and snap the value to multiples of 0.2.
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export(float, -10, 20, 0.2) var k
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@export_range(-10, 20, 0.2) var k: float
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# The limits can be only for the slider if you add the hints "or_greater" and/or "or_lesser".
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@export_range(0, 100, 1, "or_greater", "or_lesser")
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# Allow values 'y = exp(x)' where 'y' varies between 100 and 1000
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# while snapping to steps of 20. The editor will present a
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# slider for easily editing the value.
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export(float, EXP, 100, 1000, 20) var l
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@export_exp_range(100, 1000, 20) var l
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# Floats with easing hint
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# Display a visual representation of the 'ease()' function
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# when editing.
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export(float, EASE) var transition_speed
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@export_exp_easing var transition_speed
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# Colors
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# Regular color given as red-green-blue-alpha value.
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@export var col: Color
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# Color given as red-green-blue value (alpha will always be 1).
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export(Color, RGB) var col
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# Color given as red-green-blue-alpha value.
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export(Color, RGBA) var col
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@export_color_no_alpha var col: Color
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# Nodes
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# Another node in the scene can be exported as a NodePath.
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export(NodePath) var node_path
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@export var node_path: NodePath
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# Do take note that the node itself isn't being exported -
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# there is one more step to call the true node:
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var node = get_node(node_path)
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# If you want to limit the types of nodes, you can use the @export_node_path annotation.
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@export_node_path(Button, TouchScreenButton) var some_button
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# Resources
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export(Resource) var resource
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@export var resource: Resource
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# In the Inspector, you can then drag and drop a resource file
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# from the FileSystem dock into the variable slot.
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# Opening the inspector dropdown may result in an
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# extremely long list of possible classes to create, however.
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# Therefore, if you specify an extension of Resource such as:
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export(AnimationNode) var resource
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@export var resource: AnimationNode
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# The drop-down menu will be limited to AnimationNode and all
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# its inherited classes.
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@@ -141,23 +146,23 @@ Exporting bit flags
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-------------------
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Integers used as bit flags can store multiple ``true``/``false`` (boolean)
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values in one property. By using the export hint ``int, FLAGS, ...``, they
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values in one property. By using the ``@export_flags`` annotation, they
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can be set from the editor::
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# Set any of the given flags from the editor.
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export(int, FLAGS, "Fire", "Water", "Earth", "Wind") var spell_elements = 0
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@export_flags("Fire", "Water", "Earth", "Wind") var spell_elements = 0
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You must provide a string description for each flag. In this example, ``Fire``
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has value 1, ``Water`` has value 2, ``Earth`` has value 4 and ``Wind``
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corresponds to value 8. Usually, constants should be defined accordingly (e.g.
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``const ELEMENT_WIND = 8`` and so on).
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Export hints are also provided for the physics and render layers defined in the project settings::
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Export annotations are also provided for the physics and render layers defined in the project settings::
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export(int, LAYERS_2D_PHYSICS) var layers_2d_physics
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export(int, LAYERS_2D_RENDER) var layers_2d_render
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export(int, LAYERS_3D_PHYSICS) var layers_3d_physics
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export(int, LAYERS_3D_RENDER) var layers_3d_render
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@export_flags_2d_physics var layers_2d_physics
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@export_flags_2d_render var layers_2d_render
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@export_flags_3d_physics var layers_3d_physics
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@export_flags_3d_render var layers_3d_render
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Using bit flags requires some understanding of bitwise operations.
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If in doubt, use boolean variables instead.
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@@ -232,57 +237,3 @@ described in :ref:`doc_accessing_data_or_logic_from_object`.
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.. warning:: The script must operate in the ``tool`` mode so the above methods
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can work from within the editor.
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Adding script categories
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~~~~~~~~~~~~~~~~~~~~~~~~
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For better visual distinguishing of properties, a special script category can be
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embedded into the inspector to act as a separator. ``Script Variables`` is one
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example of a built-in category.
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::
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func _get_property_list():
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var properties = []
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properties.append(
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{
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name = "Debug",
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type = TYPE_NIL,
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usage = PROPERTY_USAGE_CATEGORY | PROPERTY_USAGE_SCRIPT_VARIABLE
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}
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)
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return properties
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* ``name`` is the name of a category to be added to the inspector;
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* ``PROPERTY_USAGE_CATEGORY`` indicates that the property should be treated as a
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script category specifically, so the type ``TYPE_NIL`` can be ignored as it
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won't be actually used for the scripting logic, yet it must be defined anyway.
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Grouping properties
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~~~~~~~~~~~~~~~~~~~
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A list of properties with similar names can be grouped.
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::
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func _get_property_list():
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var properties = []
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properties.append({
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name = "Rotate",
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type = TYPE_NIL,
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hint_string = "rotate_",
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usage = PROPERTY_USAGE_GROUP | PROPERTY_USAGE_SCRIPT_VARIABLE
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})
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return properties
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* ``name`` is the name of a group which is going to be displayed as collapsible
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list of properties;
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* every successive property added after the group property will be collapsed and
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shortened as determined by the prefix defined via the ``hint_string`` key. For
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instance, ``rotate_speed`` is going to be shortened to ``speed`` in this case.
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* ``PROPERTY_USAGE_GROUP`` indicates that the property should be treated as a
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script group specifically, so the type ``TYPE_NIL`` can be ignored as it
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won't be actually used for the scripting logic, yet it must be defined anyway.
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