mirror of
https://github.com/godotengine/godot.git
synced 2026-01-03 18:11:19 +03:00
Editor: Remove unused Class Name field from Create Script dialog
This commit is contained in:
@@ -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
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
# meta-description: Basic plugin template
|
||||
|
||||
@tool
|
||||
extends EditorPlugin
|
||||
extends _BASE_
|
||||
|
||||
|
||||
func _enter_tree() -> void:
|
||||
|
||||
@@ -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.
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
# meta-description: Basic import script template (no comments)
|
||||
|
||||
@tool
|
||||
extends EditorScenePostImport
|
||||
extends _BASE_
|
||||
|
||||
|
||||
func _post_import(scene: Node) -> Object:
|
||||
|
||||
@@ -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).
|
||||
|
||||
@@ -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:
|
||||
|
||||
@@ -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;"
|
||||
|
||||
Reference in New Issue
Block a user