Editor: Remove unused Class Name field from Create Script dialog

This commit is contained in:
Danil Alexeev
2023-09-12 11:52:43 +03:00
parent 5c43e4c1ef
commit 26ce861910
18 changed files with 69 additions and 139 deletions

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@@ -15,7 +15,7 @@ func _physics_process(delta: float) -> void:
if not is_on_floor():
velocity.y += gravity * delta
# Handle Jump.
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY

View File

@@ -15,7 +15,7 @@ func _physics_process(delta: float) -> void:
if not is_on_floor():
velocity.y -= gravity * delta
# Handle Jump.
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY

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@@ -1,6 +1,7 @@
# meta-description: Basic plugin template
@tool
extends EditorPlugin
extends _BASE_
func _enter_tree() -> void:

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@@ -1,6 +1,7 @@
# meta-description: Basic import script template
@tool
extends EditorScenePostImport
extends _BASE_
# Called by the editor when a scene has this script set as the import script in the import tab.

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@@ -1,6 +1,7 @@
# meta-description: Basic import script template (no comments)
@tool
extends EditorScenePostImport
extends _BASE_
func _post_import(scene: Node) -> Object:

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@@ -1,6 +1,7 @@
# meta-description: Basic editor script template
@tool
extends EditorScript
extends _BASE_
# Called when the script is executed (using File -> Run in Script Editor).

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@@ -1,15 +1,16 @@
# meta-description: Base template for rich text effects
@tool
class_name _CLASS_
# Having a class name is handy for picking the effect in the Inspector.
class_name RichText_CLASS_
extends _BASE_
# To use this effect:
# - Enable BBCode on a RichTextLabel.
# - Register this effect on the label.
# - Use [_CLASS_ param=2.0]hello[/_CLASS_] in text.
var bbcode := "_CLASS_"
# - Use [_CLASS_SNAKE_CASE_ param=2.0]hello[/_CLASS_SNAKE_CASE_] in text.
var bbcode := "_CLASS_SNAKE_CASE_"
func _process_custom_fx(char_fx: CharFXTransform) -> bool:

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@@ -1,6 +1,7 @@
# meta-description: Visual shader's node plugin template
@tool
# Having a class name is required for a custom node.
class_name VisualShaderNode_CLASS_
extends _BASE_
@@ -17,7 +18,7 @@ func _get_description() -> String:
return ""
func _get_return_icon_type() -> int:
func _get_return_icon_type() -> PortType:
return PORT_TYPE_SCALAR
@@ -29,7 +30,7 @@ func _get_input_port_name(port: int) -> String:
return ""
func _get_input_port_type(port: int) -> int:
func _get_input_port_type(port: int) -> PortType:
return PORT_TYPE_SCALAR
@@ -41,10 +42,10 @@ func _get_output_port_name(port: int) -> String:
return "result"
func _get_output_port_type(port: int) -> int:
func _get_output_port_type(port: int) -> PortType:
return PORT_TYPE_SCALAR
func _get_code(input_vars: Array[String], output_vars: Array[String],
mode: int, type: int) -> String:
mode: Shader.Mode, type: VisualShader.Type) -> String:
return output_vars[0] + " = 0.0;"