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@xphere
Last active July 17, 2023 20:44
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Empty template for a Godot 4.1 plugin in GDScript
@tool
extends EditorPlugin
func _enter_tree() -> void:
pass
func _exit_tree() -> void:
pass
func _apply_changes() -> void:
pass
func _build() -> bool:
return true
func _clear() -> void:
pass
func _disable_plugin() -> void:
pass
func _edit(object: Object) -> void:
pass
func _enable_plugin() -> void:
pass
func _forward_3d_draw_over_viewport(viewport_control: Control) -> void:
pass
func _forward_3d_force_draw_over_viewport(viewport_control: Control) -> void:
pass
func _forward_3d_gui_input(viewport_camera: Camera3D, event: InputEvent) -> int:
return EditorPlugin.AFTER_GUI_INPUT_PASS
func _forward_canvas_draw_over_viewport(viewport_control: Control) -> void:
pass
func _forward_canvas_force_draw_over_viewport(viewport_control: Control) -> void:
pass
func _forward_canvas_gui_input(event: InputEvent) -> bool:
return false
func _get_breakpoints() -> PackedStringArray:
return []
func _get_plugin_icon() -> Texture2D:
return null
func _get_plugin_name() -> String:
return ""
func _get_state() -> Dictionary:
return {}
func _get_window_layout(configuration: ConfigFile) -> void:
pass
func _handles(object: Object) -> bool:
return false
func _has_main_screen() -> bool:
return false
func _make_visible(visible: bool) -> void:
pass
func _save_external_data() -> void:
pass
func _set_state(state: Dictionary) -> void:
pass
func _set_window_layout(configuration: ConfigFile) -> void:
pass
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