-
Notifications
You must be signed in to change notification settings - Fork 37
Expand file tree
/
Copy pathGodotSharpEditor.xml
More file actions
executable file
·1651 lines (1631 loc) · 99.7 KB
/
Copy pathGodotSharpEditor.xml
File metadata and controls
executable file
·1651 lines (1631 loc) · 99.7 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
<?xml version="1.0"?>
<doc>
<assembly>
<name>GodotSharpEditor</name>
</assembly>
<members>
<member name="M:Godot.EditorExportPlugin._ExportBegin(System.String[],System.Boolean,System.String,System.Int32)">
<summary>
<para>Virtual method to be overridden by the user. It is called when the export starts and provides all information about the export.</para>
</summary>
</member>
<member name="M:Godot.EditorExportPlugin._ExportEnd">
<summary>
<para>Virtual method to be overridden by the user. Called when the export is finished.</para>
</summary>
</member>
<member name="M:Godot.EditorExportPlugin.AddIosFramework(System.String)">
<summary>
<para>Adds a static library (*.a) or dynamic library (*.dylib, *.framework) to Linking Phase in iOS's Xcode project.</para>
</summary>
</member>
<member name="M:Godot.EditorExportPlugin.AddIosEmbeddedFramework(System.String)">
<summary>
<para>Adds a dynamic library (*.dylib, *.framework) to Linking Phase in iOS's Xcode project and embeds it into resulting binary.</para>
<para>Note: For static libraries (*.a) works in same way as <see cref="M:Godot.EditorExportPlugin.AddIosFramework(System.String)"/>.</para>
<para>This method should not be used for System libraries as they are already present on the device.</para>
</summary>
</member>
<member name="T:Godot.EditorFeatureProfile">
<summary>
<para>An editor feature profile can be used to disable specific features of the Godot editor. When disabled, the features won't appear in the editor, which makes the editor less cluttered. This is useful in education settings to reduce confusion or when working in a team. For example, artists and level designers could use a feature profile that disables the script editor to avoid accidentally making changes to files they aren't supposed to edit.</para>
<para>To manage editor feature profiles visually, use Editor > Manage Feature Profiles... at the top of the editor window.</para>
</summary>
</member>
<member name="F:Godot.EditorFeatureProfile.Feature.Feature3d">
<summary>
<para>The 3D editor. If this feature is disabled, the 3D editor won't display but 3D nodes will still display in the Create New Node dialog.</para>
</summary>
</member>
<member name="F:Godot.EditorFeatureProfile.Feature.Script">
<summary>
<para>The Script tab, which contains the script editor and class reference browser. If this feature is disabled, the Script tab won't display.</para>
</summary>
</member>
<member name="F:Godot.EditorFeatureProfile.Feature.AssetLib">
<summary>
<para>The AssetLib tab. If this feature is disabled, the AssetLib tab won't display.</para>
</summary>
</member>
<member name="F:Godot.EditorFeatureProfile.Feature.SceneTree">
<summary>
<para>Scene tree editing. If this feature is disabled, the Scene tree dock will still be visible but will be read-only.</para>
</summary>
</member>
<member name="F:Godot.EditorFeatureProfile.Feature.ImportDock">
<summary>
<para>The Import dock. If this feature is disabled, the Import dock won't be visible.</para>
</summary>
</member>
<member name="F:Godot.EditorFeatureProfile.Feature.NodeDock">
<summary>
<para>The Node dock. If this feature is disabled, signals and groups won't be visible and modifiable from the editor.</para>
</summary>
</member>
<member name="F:Godot.EditorFeatureProfile.Feature.FilesystemDock">
<summary>
<para>The FileSystem dock. If this feature is disabled, the FileSystem dock won't be visible.</para>
</summary>
</member>
<member name="F:Godot.EditorFeatureProfile.Feature.Max">
<summary>
<para>Represents the size of the <see cref="T:Godot.EditorFeatureProfile.Feature"/> enum.</para>
</summary>
</member>
<member name="M:Godot.EditorFeatureProfile.SetDisableClass(System.String,System.Boolean)">
<summary>
<para>If <c>disable</c> is <c>true</c>, disables the class specified by <c>class_name</c>. When disabled, the class won't appear in the Create New Node dialog.</para>
</summary>
</member>
<member name="M:Godot.EditorFeatureProfile.IsClassDisabled(System.String)">
<summary>
<para>Returns <c>true</c> if the class specified by <c>class_name</c> is disabled. When disabled, the class won't appear in the Create New Node dialog.</para>
</summary>
</member>
<member name="M:Godot.EditorFeatureProfile.SetDisableClassEditor(System.String,System.Boolean)">
<summary>
<para>If <c>disable</c> is <c>true</c>, disables editing for the class specified by <c>class_name</c>. When disabled, the class will still appear in the Create New Node dialog but the inspector will be read-only when selecting a node that extends the class.</para>
</summary>
</member>
<member name="M:Godot.EditorFeatureProfile.IsClassEditorDisabled(System.String)">
<summary>
<para>Returns <c>true</c> if editing for the class specified by <c>class_name</c> is disabled. When disabled, the class will still appear in the Create New Node dialog but the inspector will be read-only when selecting a node that extends the class.</para>
</summary>
</member>
<member name="M:Godot.EditorFeatureProfile.SetDisableClassProperty(System.String,System.String,System.Boolean)">
<summary>
<para>If <c>disable</c> is <c>true</c>, disables editing for <c>property</c> in the class specified by <c>class_name</c>. When a property is disabled, it won't appear in the inspector when selecting a node that extends the class specified by <c>class_name</c>.</para>
</summary>
</member>
<member name="M:Godot.EditorFeatureProfile.IsClassPropertyDisabled(System.String,System.String)">
<summary>
<para>Returns <c>true</c> if <c>property</c> is disabled in the class specified by <c>class_name</c>. When a property is disabled, it won't appear in the inspector when selecting a node that extends the class specified by <c>class_name</c>.</para>
</summary>
</member>
<member name="M:Godot.EditorFeatureProfile.SetDisableFeature(Godot.EditorFeatureProfile.Feature,System.Boolean)">
<summary>
<para>If <c>disable</c> is <c>true</c>, disables the editor feature specified in <c>feature</c>. When a feature is disabled, it will disappear from the editor entirely.</para>
</summary>
</member>
<member name="M:Godot.EditorFeatureProfile.IsFeatureDisabled(Godot.EditorFeatureProfile.Feature)">
<summary>
<para>Returns <c>true</c> if the <c>feature</c> is disabled. When a feature is disabled, it will disappear from the editor entirely.</para>
</summary>
</member>
<member name="M:Godot.EditorFeatureProfile.GetFeatureName(Godot.EditorFeatureProfile.Feature)">
<summary>
<para>Returns the specified <c>feature</c>'s human-readable name.</para>
</summary>
</member>
<member name="M:Godot.EditorFeatureProfile.SaveToFile(System.String)">
<summary>
<para>Saves the editor feature profile to a file in JSON format. It can then be imported using the feature profile manager's Import button or the <see cref="M:Godot.EditorFeatureProfile.LoadFromFile(System.String)"/> button.</para>
</summary>
</member>
<member name="M:Godot.EditorFeatureProfile.LoadFromFile(System.String)">
<summary>
<para>Loads an editor feature profile from a file. The file must follow the JSON format obtained by using the feature profile manager's Export button or the <see cref="M:Godot.EditorFeatureProfile.SaveToFile(System.String)"/> method.</para>
</summary>
</member>
<member name="F:Godot.EditorFileDialog.DisplayModeEnum.Thumbnails">
<summary>
<para>The <see cref="T:Godot.EditorFileDialog"/> displays resources as thumbnails.</para>
</summary>
</member>
<member name="F:Godot.EditorFileDialog.DisplayModeEnum.List">
<summary>
<para>The <see cref="T:Godot.EditorFileDialog"/> displays resources as a list of filenames.</para>
</summary>
</member>
<member name="F:Godot.EditorFileDialog.ModeEnum.OpenFile">
<summary>
<para>The <see cref="T:Godot.EditorFileDialog"/> can select only one file. Accepting the window will open the file.</para>
</summary>
</member>
<member name="F:Godot.EditorFileDialog.ModeEnum.OpenFiles">
<summary>
<para>The <see cref="T:Godot.EditorFileDialog"/> can select multiple files. Accepting the window will open all files.</para>
</summary>
</member>
<member name="F:Godot.EditorFileDialog.ModeEnum.OpenDir">
<summary>
<para>The <see cref="T:Godot.EditorFileDialog"/> can select only one directory. Accepting the window will open the directory.</para>
</summary>
</member>
<member name="F:Godot.EditorFileDialog.ModeEnum.OpenAny">
<summary>
<para>The <see cref="T:Godot.EditorFileDialog"/> can select a file or directory. Accepting the window will open it.</para>
</summary>
</member>
<member name="F:Godot.EditorFileDialog.ModeEnum.SaveFile">
<summary>
<para>The <see cref="T:Godot.EditorFileDialog"/> can select only one file. Accepting the window will save the file.</para>
</summary>
</member>
<member name="F:Godot.EditorFileDialog.AccessEnum.Resources">
<summary>
<para>The <see cref="T:Godot.EditorFileDialog"/> can only view <c>res://</c> directory contents.</para>
</summary>
</member>
<member name="F:Godot.EditorFileDialog.AccessEnum.Userdata">
<summary>
<para>The <see cref="T:Godot.EditorFileDialog"/> can only view <c>user://</c> directory contents.</para>
</summary>
</member>
<member name="F:Godot.EditorFileDialog.AccessEnum.Filesystem">
<summary>
<para>The <see cref="T:Godot.EditorFileDialog"/> can view the entire local file system.</para>
</summary>
</member>
<member name="P:Godot.EditorFileDialog.Access">
<summary>
<para>The location from which the user may select a file, including <c>res://</c>, <c>user://</c>, and the local file system.</para>
</summary>
</member>
<member name="P:Godot.EditorFileDialog.DisplayMode">
<summary>
<para>The view format in which the <see cref="T:Godot.EditorFileDialog"/> displays resources to the user.</para>
</summary>
</member>
<member name="P:Godot.EditorFileDialog.Mode">
<summary>
<para>The purpose of the <see cref="T:Godot.EditorFileDialog"/>, which defines the allowed behaviors.</para>
</summary>
</member>
<member name="P:Godot.EditorFileDialog.CurrentDir">
<summary>
<para>The currently occupied directory.</para>
</summary>
</member>
<member name="P:Godot.EditorFileDialog.CurrentFile">
<summary>
<para>The currently selected file.</para>
</summary>
</member>
<member name="P:Godot.EditorFileDialog.CurrentPath">
<summary>
<para>The file system path in the address bar.</para>
</summary>
</member>
<member name="P:Godot.EditorFileDialog.ShowHiddenFiles">
<summary>
<para>If <c>true</c>, hidden files and directories will be visible in the <see cref="T:Godot.EditorFileDialog"/>.</para>
</summary>
</member>
<member name="P:Godot.EditorFileDialog.DisableOverwriteWarning">
<summary>
<para>If <c>true</c>, the <see cref="T:Godot.EditorFileDialog"/> will not warn the user before overwriting files.</para>
</summary>
</member>
<member name="M:Godot.EditorFileDialog.ClearFilters">
<summary>
<para>Removes all filters except for "All Files (*)".</para>
</summary>
</member>
<member name="M:Godot.EditorFileDialog.AddFilter(System.String)">
<summary>
<para>Adds a comma-delimited file extension filter option to the <see cref="T:Godot.EditorFileDialog"/> with an optional semi-colon-delimited label.</para>
<para>For example, <c>"*.tscn, *.scn; Scenes"</c> results in filter text "Scenes (*.tscn, *.scn)".</para>
</summary>
</member>
<member name="M:Godot.EditorFileDialog.GetVbox">
<summary>
<para>Returns the <c>VBoxContainer</c> used to display the file system.</para>
</summary>
</member>
<member name="M:Godot.EditorFileDialog.Invalidate">
<summary>
<para>Notify the <see cref="T:Godot.EditorFileDialog"/> that its view of the data is no longer accurate. Updates the view contents on next view update.</para>
</summary>
</member>
<member name="T:Godot.EditorFileSystem">
<summary>
<para>This object holds information of all resources in the filesystem, their types, etc.</para>
<para>Note: This class shouldn't be instantiated directly. Instead, access the singleton using <see cref="M:Godot.EditorInterface.GetResourceFilesystem"/>.</para>
</summary>
</member>
<member name="M:Godot.EditorFileSystem.GetFilesystem">
<summary>
<para>Gets the root directory object.</para>
</summary>
</member>
<member name="M:Godot.EditorFileSystem.IsScanning">
<summary>
<para>Returns <c>true</c> of the filesystem is being scanned.</para>
</summary>
</member>
<member name="M:Godot.EditorFileSystem.GetScanningProgress">
<summary>
<para>Returns the scan progress for 0 to 1 if the FS is being scanned.</para>
</summary>
</member>
<member name="M:Godot.EditorFileSystem.Scan">
<summary>
<para>Scan the filesystem for changes.</para>
</summary>
</member>
<member name="M:Godot.EditorFileSystem.ScanSources">
<summary>
<para>Check if the source of any imported resource changed.</para>
</summary>
</member>
<member name="M:Godot.EditorFileSystem.UpdateFile(System.String)">
<summary>
<para>Update a file information. Call this if an external program (not Godot) modified the file.</para>
</summary>
</member>
<member name="M:Godot.EditorFileSystem.GetFilesystemPath(System.String)">
<summary>
<para>Returns a view into the filesystem at <c>path</c>.</para>
</summary>
</member>
<member name="M:Godot.EditorFileSystem.GetFileType(System.String)">
<summary>
<para>Gets the type of the file, given the full path.</para>
</summary>
</member>
<member name="M:Godot.EditorFileSystem.UpdateScriptClasses">
<summary>
<para>Scans the script files and updates the list of custom class names.</para>
</summary>
</member>
<member name="T:Godot.EditorFileSystemDirectory">
<summary>
<para>A more generalized, low-level variation of the directory concept.</para>
</summary>
</member>
<member name="M:Godot.EditorFileSystemDirectory.GetSubdirCount">
<summary>
<para>Returns the number of subdirectories in this directory.</para>
</summary>
</member>
<member name="M:Godot.EditorFileSystemDirectory.GetSubdir(System.Int32)">
<summary>
<para>Returns the subdirectory at index <c>idx</c>.</para>
</summary>
</member>
<member name="M:Godot.EditorFileSystemDirectory.GetFileCount">
<summary>
<para>Returns the number of files in this directory.</para>
</summary>
</member>
<member name="M:Godot.EditorFileSystemDirectory.GetFile(System.Int32)">
<summary>
<para>Returns the name of the file at index <c>idx</c>.</para>
</summary>
</member>
<member name="M:Godot.EditorFileSystemDirectory.GetFilePath(System.Int32)">
<summary>
<para>Returns the path to the file at index <c>idx</c>.</para>
</summary>
</member>
<member name="M:Godot.EditorFileSystemDirectory.GetFileType(System.Int32)">
<summary>
<para>Returns the file extension of the file at index <c>idx</c>.</para>
</summary>
</member>
<member name="M:Godot.EditorFileSystemDirectory.GetFileScriptClassName(System.Int32)">
<summary>
<para>Returns the name of the script class defined in the file at index <c>idx</c>. If the file doesn't define a script class using the <c>class_name</c> syntax, this will return an empty string.</para>
</summary>
</member>
<member name="M:Godot.EditorFileSystemDirectory.GetFileScriptClassExtends(System.Int32)">
<summary>
<para>Returns the base class of the script class defined in the file at index <c>idx</c>. If the file doesn't define a script class using the <c>class_name</c> syntax, this will return an empty string.</para>
</summary>
</member>
<member name="M:Godot.EditorFileSystemDirectory.GetFileImportIsValid(System.Int32)">
<summary>
<para>Returns <c>true</c> if the file at index <c>idx</c> imported properly.</para>
</summary>
</member>
<member name="M:Godot.EditorFileSystemDirectory.GetName">
<summary>
<para>Returns the name of this directory.</para>
</summary>
</member>
<member name="M:Godot.EditorFileSystemDirectory.GetPath">
<summary>
<para>Returns the path to this directory.</para>
</summary>
</member>
<member name="M:Godot.EditorFileSystemDirectory.GetParent">
<summary>
<para>Returns the parent directory for this directory or <c>null</c> if called on a directory at <c>res://</c> or <c>user://</c>.</para>
</summary>
</member>
<member name="M:Godot.EditorFileSystemDirectory.FindFileIndex(System.String)">
<summary>
<para>Returns the index of the file with name <c>name</c> or <c>-1</c> if not found.</para>
</summary>
</member>
<member name="M:Godot.EditorFileSystemDirectory.FindDirIndex(System.String)">
<summary>
<para>Returns the index of the directory with name <c>name</c> or <c>-1</c> if not found.</para>
</summary>
</member>
<member name="T:Godot.EditorImportPlugin">
<summary>
<para>EditorImportPlugins provide a way to extend the editor's resource import functionality. Use them to import resources from custom files or to provide alternatives to the editor's existing importers. Register your <see cref="T:Godot.EditorPlugin"/> with <see cref="M:Godot.EditorPlugin.AddImportPlugin(Godot.EditorImportPlugin)"/>.</para>
<para>EditorImportPlugins work by associating with specific file extensions and a resource type. See <see cref="M:Godot.EditorImportPlugin.GetRecognizedExtensions"/> and <see cref="M:Godot.EditorImportPlugin.GetResourceType"/>. They may optionally specify some import presets that affect the import process. EditorImportPlugins are responsible for creating the resources and saving them in the <c>.import</c> directory.</para>
<para>Below is an example EditorImportPlugin that imports a <see cref="T:Godot.Mesh"/> from a file with the extension ".special" or ".spec":</para>
<para><code>
tool
extends EditorImportPlugin
func get_importer_name():
return "my.special.plugin"
func get_visible_name():
return "Special Mesh Importer"
func get_recognized_extensions():
return ["special", "spec"]
func get_save_extension():
return "mesh"
func get_resource_type():
return "Mesh"
func get_preset_count():
return 1
func get_preset_name(i):
return "Default"
func get_import_options(i):
return [{"name": "my_option", "default_value": false}]
func import(source_file, save_path, options, platform_variants, gen_files):
var file = File.new()
if file.open(source_file, File.READ) != OK:
return FAILED
var mesh = Mesh.new()
# Fill the Mesh with data read in "file", left as an exercise to the reader
var filename = save_path + "." + get_save_extension()
ResourceSaver.save(filename, mesh)
return OK
</code></para>
</summary>
</member>
<member name="M:Godot.EditorImportPlugin.GetImportOptions(System.Int32)">
<summary>
<para>Gets the options and default values for the preset at this index. Returns an Array of Dictionaries with the following keys: <c>name</c>, <c>default_value</c>, <c>property_hint</c> (optional), <c>hint_string</c> (optional), <c>usage</c> (optional).</para>
</summary>
</member>
<member name="M:Godot.EditorImportPlugin.GetImportOrder">
<summary>
<para>Gets the order of this importer to be run when importing resources. Higher values will be called later. Use this to ensure the importer runs after the dependencies are already imported.</para>
</summary>
</member>
<member name="M:Godot.EditorImportPlugin.GetImporterName">
<summary>
<para>Gets the unique name of the importer.</para>
</summary>
</member>
<member name="M:Godot.EditorImportPlugin.GetOptionVisibility(System.String,Godot.Collections.Dictionary)">
<summary>
<para>This method can be overridden to hide specific import options if conditions are met. This is mainly useful for hiding options that depend on others if one of them is disabled. For example:</para>
<para><code>
func get_option_visibility(option, options):
# Only show the lossy quality setting if the compression mode is set to "Lossy".
if option == "compress/lossy_quality" and options.has("compress/mode"):
return int(options["compress/mode"]) == COMPRESS_LOSSY
return true
</code></para>
<para>Return <c>true</c> to make all options always visible.</para>
</summary>
</member>
<member name="M:Godot.EditorImportPlugin.GetPresetCount">
<summary>
<para>Gets the number of initial presets defined by the plugin. Use <see cref="M:Godot.EditorImportPlugin.GetImportOptions(System.Int32)"/> to get the default options for the preset and <see cref="M:Godot.EditorImportPlugin.GetPresetName(System.Int32)"/> to get the name of the preset.</para>
</summary>
</member>
<member name="M:Godot.EditorImportPlugin.GetPresetName(System.Int32)">
<summary>
<para>Gets the name of the options preset at this index.</para>
</summary>
</member>
<member name="M:Godot.EditorImportPlugin.GetPriority">
<summary>
<para>Gets the priority of this plugin for the recognized extension. Higher priority plugins will be preferred. The default priority is <c>1.0</c>.</para>
</summary>
</member>
<member name="M:Godot.EditorImportPlugin.GetRecognizedExtensions">
<summary>
<para>Gets the list of file extensions to associate with this loader (case-insensitive). e.g. <c>["obj"]</c>.</para>
</summary>
</member>
<member name="M:Godot.EditorImportPlugin.GetResourceType">
<summary>
<para>Gets the Godot resource type associated with this loader. e.g. <c>"Mesh"</c> or <c>"Animation"</c>.</para>
</summary>
</member>
<member name="M:Godot.EditorImportPlugin.GetSaveExtension">
<summary>
<para>Gets the extension used to save this resource in the <c>.import</c> directory.</para>
</summary>
</member>
<member name="M:Godot.EditorImportPlugin.GetVisibleName">
<summary>
<para>Gets the name to display in the import window.</para>
</summary>
</member>
<member name="M:Godot.EditorImportPlugin.Import(System.String,System.String,Godot.Collections.Dictionary,Godot.Collections.Array,Godot.Collections.Array)">
<summary>
<para>Imports <c>source_file</c> into <c>save_path</c> with the import <c>options</c> specified. The <c>platform_variants</c> and <c>gen_files</c> arrays will be modified by this function.</para>
<para>This method must be overridden to do the actual importing work. See this class' description for an example of overriding this method.</para>
</summary>
</member>
<member name="T:Godot.EditorInspector">
<summary>
<para>The editor inspector is by default located on the right-hand side of the editor. It's used to edit the properties of the selected node. For example, you can select a node such as <see cref="T:Godot.Sprite"/> then edit its transform through the inspector tool. The editor inspector is an essential tool in the game development workflow.</para>
<para>Note: This class shouldn't be instantiated directly. Instead, access the singleton using <see cref="M:Godot.EditorInterface.GetInspector"/>.</para>
</summary>
</member>
<member name="M:Godot.EditorInspector.Refresh">
<summary>
<para>Refreshes the inspector.</para>
<para>Note: To save on CPU resources, calling this method will do nothing if the time specified in <c>docks/property_editor/auto_refresh_interval</c> editor setting hasn't passed yet since this method was last called. (By default, this interval is set to 0.3 seconds.)</para>
</summary>
</member>
<member name="T:Godot.EditorInspectorPlugin">
<summary>
<para>This plugins allows adding custom property editors to <see cref="T:Godot.EditorInspector"/>.</para>
<para>Plugins are registered via <see cref="M:Godot.EditorPlugin.AddInspectorPlugin(Godot.EditorInspectorPlugin)"/>.</para>
<para>When an object is edited, the <see cref="M:Godot.EditorInspectorPlugin.CanHandle(Godot.Object)"/> function is called and must return <c>true</c> if the object type is supported.</para>
<para>If supported, the function <see cref="M:Godot.EditorInspectorPlugin.ParseBegin(Godot.Object)"/> will be called, allowing to place custom controls at the beginning of the class.</para>
<para>Subsequently, the <see cref="M:Godot.EditorInspectorPlugin.ParseCategory(Godot.Object,System.String)"/> and <see cref="M:Godot.EditorInspectorPlugin.ParseProperty(Godot.Object,System.Int32,System.String,System.Int32,System.String,System.Int32)"/> are called for every category and property. They offer the ability to add custom controls to the inspector too.</para>
<para>Finally <see cref="M:Godot.EditorInspectorPlugin.ParseEnd"/> will be called.</para>
<para>On each of these calls, the "add" functions can be called.</para>
</summary>
</member>
<member name="M:Godot.EditorInspectorPlugin.CanHandle(Godot.Object)">
<summary>
<para>Returns <c>true</c> if this object can be handled by this plugin.</para>
</summary>
</member>
<member name="M:Godot.EditorInspectorPlugin.ParseBegin(Godot.Object)">
<summary>
<para>Called to allow adding controls at the beginning of the list.</para>
</summary>
</member>
<member name="M:Godot.EditorInspectorPlugin.ParseCategory(Godot.Object,System.String)">
<summary>
<para>Called to allow adding controls at the beginning of the category.</para>
</summary>
</member>
<member name="M:Godot.EditorInspectorPlugin.ParseEnd">
<summary>
<para>Called to allow adding controls at the end of the list.</para>
</summary>
</member>
<member name="M:Godot.EditorInspectorPlugin.ParseProperty(Godot.Object,System.Int32,System.String,System.Int32,System.String,System.Int32)">
<summary>
<para>Called to allow adding property specific editors to the inspector. Usually these inherit <see cref="T:Godot.EditorProperty"/>. Returning <c>true</c> removes the built-in editor for this property, otherwise allows to insert a custom editor before the built-in one.</para>
</summary>
</member>
<member name="M:Godot.EditorInspectorPlugin.AddCustomControl(Godot.Control)">
<summary>
<para>Adds a custom control, not necessarily a property editor.</para>
</summary>
</member>
<member name="M:Godot.EditorInspectorPlugin.AddPropertyEditor(System.String,Godot.Control)">
<summary>
<para>Adds a property editor, this must inherit <see cref="T:Godot.EditorProperty"/>.</para>
</summary>
</member>
<member name="M:Godot.EditorInspectorPlugin.AddPropertyEditorForMultipleProperties(System.String,System.String[],Godot.Control)">
<summary>
<para>Adds an editor that allows modifying multiple properties, this must inherit <see cref="T:Godot.EditorProperty"/>.</para>
</summary>
</member>
<member name="T:Godot.EditorInterface">
<summary>
<para>EditorInterface gives you control over Godot editor's window. It allows customizing the window, saving and (re-)loading scenes, rendering mesh previews, inspecting and editing resources and objects, and provides access to <see cref="T:Godot.EditorSettings"/>, <see cref="T:Godot.EditorFileSystem"/>, <see cref="T:Godot.EditorResourcePreview"/>, <see cref="T:Godot.ScriptEditor"/>, the editor viewport, and information about scenes.</para>
<para>Note: This class shouldn't be instantiated directly. Instead, access the singleton using <see cref="M:Godot.EditorPlugin.GetEditorInterface"/>.</para>
</summary>
</member>
<member name="P:Godot.EditorInterface.DistractionFreeMode">
<summary>
<para>If <c>true</c>, enables distraction-free mode which hides side docks to increase the space available for the main view.</para>
</summary>
</member>
<member name="M:Godot.EditorInterface.InspectObject(Godot.Object,System.String)">
<summary>
<para>Shows the given property on the given <c>object</c> in the editor's Inspector dock.</para>
</summary>
</member>
<member name="M:Godot.EditorInterface.GetSelection">
<summary>
<para>Returns the editor's <see cref="T:Godot.EditorSelection"/> instance.</para>
</summary>
</member>
<member name="M:Godot.EditorInterface.GetEditorSettings">
<summary>
<para>Returns the editor's <see cref="T:Godot.EditorSettings"/> instance.</para>
</summary>
</member>
<member name="M:Godot.EditorInterface.GetScriptEditor">
<summary>
<para>Returns the editor's <see cref="T:Godot.ScriptEditor"/> instance.</para>
</summary>
</member>
<member name="M:Godot.EditorInterface.GetBaseControl">
<summary>
<para>Returns the main container of Godot editor's window. For example, you can use it to retrieve the size of the container and place your controls accordingly.</para>
</summary>
</member>
<member name="M:Godot.EditorInterface.EditResource(Godot.Resource)">
<summary>
<para>Edits the given <see cref="T:Godot.Resource"/>.</para>
</summary>
</member>
<member name="M:Godot.EditorInterface.OpenSceneFromPath(System.String)">
<summary>
<para>Opens the scene at the given path.</para>
</summary>
</member>
<member name="M:Godot.EditorInterface.ReloadSceneFromPath(System.String)">
<summary>
<para>Reloads the scene at the given path.</para>
</summary>
</member>
<member name="M:Godot.EditorInterface.PlayMainScene">
<summary>
<para>Plays the main scene.</para>
</summary>
</member>
<member name="M:Godot.EditorInterface.PlayCurrentScene">
<summary>
<para>Plays the currently active scene.</para>
</summary>
</member>
<member name="M:Godot.EditorInterface.PlayCustomScene(System.String)">
<summary>
<para>Plays the scene specified by its filepath.</para>
</summary>
</member>
<member name="M:Godot.EditorInterface.StopPlayingScene">
<summary>
<para>Stops the scene that is currently playing.</para>
</summary>
</member>
<member name="M:Godot.EditorInterface.IsPlayingScene">
<summary>
<para>Returns <c>true</c> if a scene is currently being played, <c>false</c> otherwise. Paused scenes are considered as being played.</para>
</summary>
</member>
<member name="M:Godot.EditorInterface.GetPlayingScene">
<summary>
<para>Returns the name of the scene that is being played. If no scene is currently being played, returns an empty string.</para>
</summary>
</member>
<member name="M:Godot.EditorInterface.GetOpenScenes">
<summary>
<para>Returns an <see cref="T:Godot.Collections.Array"/> with the file paths of the currently opened scenes.</para>
</summary>
</member>
<member name="M:Godot.EditorInterface.GetEditedSceneRoot">
<summary>
<para>Returns the edited (current) scene's root <see cref="T:Godot.Node"/>.</para>
</summary>
</member>
<member name="M:Godot.EditorInterface.GetResourcePreviewer">
<summary>
<para>Returns the editor's <see cref="T:Godot.EditorResourcePreview"/> instance.</para>
</summary>
</member>
<member name="M:Godot.EditorInterface.GetResourceFilesystem">
<summary>
<para>Returns the editor's <see cref="T:Godot.EditorFileSystem"/> instance.</para>
</summary>
</member>
<member name="M:Godot.EditorInterface.GetEditorViewport">
<summary>
<para>Returns the main editor control. Use this as a parent for main screens.</para>
<para>Note: This returns the main editor control containing the whole editor, not the 2D or 3D viewports specifically.</para>
</summary>
</member>
<member name="M:Godot.EditorInterface.MakeMeshPreviews(Godot.Collections.Array,System.Int32)">
<summary>
<para>Returns mesh previews rendered at the given size as an <see cref="T:Godot.Collections.Array"/> of <see cref="T:Godot.Texture"/>s.</para>
</summary>
</member>
<member name="M:Godot.EditorInterface.SelectFile(System.String)">
<summary>
<para>Selects the file, with the path provided by <c>file</c>, in the FileSystem dock.</para>
</summary>
</member>
<member name="M:Godot.EditorInterface.GetSelectedPath">
<summary>
<para>Returns the path of the directory currently selected in the <see cref="T:Godot.FileSystemDock"/>. If a file is selected, its base directory will be returned using <c>String.get_base_dir</c> instead.</para>
</summary>
</member>
<member name="M:Godot.EditorInterface.GetCurrentPath">
<summary>
<para>Returns the current path being viewed in the <see cref="T:Godot.FileSystemDock"/>.</para>
</summary>
</member>
<member name="M:Godot.EditorInterface.GetFileSystemDock">
<summary>
<para>Returns the editor's <see cref="T:Godot.FileSystemDock"/> instance.</para>
</summary>
</member>
<member name="M:Godot.EditorInterface.SetPluginEnabled(System.String,System.Boolean)">
<summary>
<para>Sets the enabled status of a plugin. The plugin name is the same as its directory name.</para>
</summary>
</member>
<member name="M:Godot.EditorInterface.IsPluginEnabled(System.String)">
<summary>
<para>Returns <c>true</c> if the specified <c>plugin</c> is enabled. The plugin name is the same as its directory name.</para>
</summary>
</member>
<member name="M:Godot.EditorInterface.GetInspector">
<summary>
<para>Returns the editor's <see cref="T:Godot.EditorInspector"/> instance.</para>
</summary>
</member>
<member name="M:Godot.EditorInterface.SaveScene">
<summary>
<para>Saves the scene. Returns either <c>OK</c> or <c>ERR_CANT_CREATE</c> (see <c>@GlobalScope</c> constants).</para>
</summary>
</member>
<member name="M:Godot.EditorInterface.SaveSceneAs(System.String,System.Boolean)">
<summary>
<para>Saves the scene as a file at <c>path</c>.</para>
</summary>
</member>
<member name="M:Godot.EditorInterface.SetMainScreenEditor(System.String)">
<summary>
<para>Sets the editor's current main screen to the one specified in <c>name</c>. <c>name</c> must match the text of the tab in question exactly (<c>2D</c>, <c>3D</c>, <c>Script</c>, <c>AssetLib</c>).</para>
</summary>
</member>
<member name="T:Godot.EditorPlugin">
<summary>
<para>Plugins are used by the editor to extend functionality. The most common types of plugins are those which edit a given node or resource type, import plugins and export plugins. See also <see cref="T:Godot.EditorScript"/> to add functions to the editor.</para>
</summary>
</member>
<member name="F:Godot.EditorPlugin.DockSlot.Max">
<summary>
<para>Represents the size of the <see cref="T:Godot.EditorPlugin.DockSlot"/> enum.</para>
</summary>
</member>
<member name="M:Godot.EditorPlugin.ApplyChanges">
<summary>
<para>This method is called when the editor is about to save the project, switch to another tab, etc. It asks the plugin to apply any pending state changes to ensure consistency.</para>
<para>This is used, for example, in shader editors to let the plugin know that it must apply the shader code being written by the user to the object.</para>
</summary>
</member>
<member name="M:Godot.EditorPlugin.Clear">
<summary>
<para>Clear all the state and reset the object being edited to zero. This ensures your plugin does not keep editing a currently existing node, or a node from the wrong scene.</para>
</summary>
</member>
<member name="M:Godot.EditorPlugin.DisablePlugin">
<summary>
<para>Called by the engine when the user disables the <see cref="T:Godot.EditorPlugin"/> in the Plugin tab of the project settings window.</para>
</summary>
</member>
<member name="M:Godot.EditorPlugin.Edit(Godot.Object)">
<summary>
<para>This function is used for plugins that edit specific object types (nodes or resources). It requests the editor to edit the given object.</para>
</summary>
</member>
<member name="M:Godot.EditorPlugin.EnablePlugin">
<summary>
<para>Called by the engine when the user enables the <see cref="T:Godot.EditorPlugin"/> in the Plugin tab of the project settings window.</para>
</summary>
</member>
<member name="M:Godot.EditorPlugin.ForwardCanvasGuiInput(Godot.InputEvent)">
<summary>
<para>Called when there is a root node in the current edited scene, <see cref="M:Godot.EditorPlugin.Handles(Godot.Object)"/> is implemented and an <see cref="T:Godot.InputEvent"/> happens in the 2D viewport. Intercepts the <see cref="T:Godot.InputEvent"/>, if <c>return true</c> <see cref="T:Godot.EditorPlugin"/> consumes the <c>event</c>, otherwise forwards <c>event</c> to other Editor classes. Example:</para>
<para><code>
# Prevents the InputEvent to reach other Editor classes
func forward_canvas_gui_input(event):
var forward = true
return forward
</code></para>
<para>Must <c>return false</c> in order to forward the <see cref="T:Godot.InputEvent"/> to other Editor classes. Example:</para>
<para><code>
# Consumes InputEventMouseMotion and forwards other InputEvent types
func forward_canvas_gui_input(event):
var forward = false
if event is InputEventMouseMotion:
forward = true
return forward
</code></para>
</summary>
</member>
<member name="M:Godot.EditorPlugin.ForwardSpatialGuiInput(Godot.Camera,Godot.InputEvent)">
<summary>
<para>Called when there is a root node in the current edited scene, <see cref="M:Godot.EditorPlugin.Handles(Godot.Object)"/> is implemented and an <see cref="T:Godot.InputEvent"/> happens in the 3D viewport. Intercepts the <see cref="T:Godot.InputEvent"/>, if <c>return true</c> <see cref="T:Godot.EditorPlugin"/> consumes the <c>event</c>, otherwise forwards <c>event</c> to other Editor classes. Example:</para>
<para><code>
# Prevents the InputEvent to reach other Editor classes
func forward_spatial_gui_input(camera, event):
var forward = true
return forward
</code></para>
<para>Must <c>return false</c> in order to forward the <see cref="T:Godot.InputEvent"/> to other Editor classes. Example:</para>
<para><code>
# Consumes InputEventMouseMotion and forwards other InputEvent types
func forward_spatial_gui_input(camera, event):
var forward = false
if event is InputEventMouseMotion:
forward = true
return forward
</code></para>
</summary>
</member>
<member name="M:Godot.EditorPlugin.GetBreakpoints">
<summary>
<para>This is for editors that edit script-based objects. You can return a list of breakpoints in the format (<c>script:line</c>), for example: <c>res://path_to_script.gd:25</c>.</para>
</summary>
</member>
<member name="M:Godot.EditorPlugin.GetPluginIcon">
<summary>
<para>Override this method in your plugin to return a <see cref="T:Godot.Texture"/> in order to give it an icon.</para>
<para>For main screen plugins, this appears at the top of the screen, to the right of the "2D", "3D", "Script", and "AssetLib" buttons.</para>
<para>Ideally, the plugin icon should be white with a transparent background and 16x16 pixels in size.</para>
<para><code>
func get_plugin_icon():
# You can use a custom icon:
return preload("res://addons/my_plugin/my_plugin_icon.svg")
# Or use a built-in icon:
return get_editor_interface().get_base_control().get_icon("Node", "EditorIcons")
</code></para>
</summary>
</member>
<member name="M:Godot.EditorPlugin.GetPluginName">
<summary>
<para>Override this method in your plugin to provide the name of the plugin when displayed in the Godot editor.</para>
<para>For main screen plugins, this appears at the top of the screen, to the right of the "2D", "3D", "Script", and "AssetLib" buttons.</para>
</summary>
</member>
<member name="M:Godot.EditorPlugin.GetState">
<summary>
<para>Gets the state of your plugin editor. This is used when saving the scene (so state is kept when opening it again) and for switching tabs (so state can be restored when the tab returns).</para>
</summary>
</member>
<member name="M:Godot.EditorPlugin.GetWindowLayout(Godot.ConfigFile)">
<summary>
<para>Gets the GUI layout of the plugin. This is used to save the project's editor layout when <see cref="M:Godot.EditorPlugin.QueueSaveLayout"/> is called or the editor layout was changed(For example changing the position of a dock).</para>
</summary>
</member>
<member name="M:Godot.EditorPlugin.Handles(Godot.Object)">
<summary>
<para>Implement this function if your plugin edits a specific type of object (Resource or Node). If you return <c>true</c>, then you will get the functions <see cref="M:Godot.EditorPlugin.Edit(Godot.Object)"/> and <see cref="M:Godot.EditorPlugin.MakeVisible(System.Boolean)"/> called when the editor requests them. If you have declared the methods <see cref="M:Godot.EditorPlugin.ForwardCanvasGuiInput(Godot.InputEvent)"/> and <see cref="M:Godot.EditorPlugin.ForwardSpatialGuiInput(Godot.Camera,Godot.InputEvent)"/> these will be called too.</para>
</summary>
</member>
<member name="M:Godot.EditorPlugin.HasMainScreen">
<summary>
<para>Returns <c>true</c> if this is a main screen editor plugin (it goes in the workspace selector together with 2D, 3D, Script and AssetLib).</para>
</summary>
</member>
<member name="M:Godot.EditorPlugin.MakeVisible(System.Boolean)">
<summary>
<para>This function will be called when the editor is requested to become visible. It is used for plugins that edit a specific object type.</para>
<para>Remember that you have to manage the visibility of all your editor controls manually.</para>
</summary>
</member>
<member name="M:Godot.EditorPlugin.SaveExternalData">
<summary>
<para>This method is called after the editor saves the project or when it's closed. It asks the plugin to save edited external scenes/resources.</para>
</summary>
</member>
<member name="M:Godot.EditorPlugin.SetState(Godot.Collections.Dictionary)">
<summary>
<para>Restore the state saved by <see cref="M:Godot.EditorPlugin.GetState"/>.</para>
</summary>
</member>
<member name="M:Godot.EditorPlugin.SetWindowLayout(Godot.ConfigFile)">
<summary>
<para>Restore the plugin GUI layout saved by <see cref="M:Godot.EditorPlugin.GetWindowLayout(Godot.ConfigFile)"/>.</para>
</summary>
</member>
<member name="M:Godot.EditorPlugin.AddControlToContainer(Godot.EditorPlugin.CustomControlContainer,Godot.Control)">
<summary>
<para>Adds a custom control to a container (see <see cref="T:Godot.EditorPlugin.CustomControlContainer"/>). There are many locations where custom controls can be added in the editor UI.</para>
<para>Please remember that you have to manage the visibility of your custom controls yourself (and likely hide it after adding it).</para>
<para>When your plugin is deactivated, make sure to remove your custom control with <see cref="M:Godot.EditorPlugin.RemoveControlFromContainer(Godot.EditorPlugin.CustomControlContainer,Godot.Control)"/> and free it with <see cref="M:Godot.Node.QueueFree"/>.</para>
</summary>
</member>
<member name="M:Godot.EditorPlugin.AddControlToBottomPanel(Godot.Control,System.String)">
<summary>
<para>Adds a control to the bottom panel (together with Output, Debug, Animation, etc). Returns a reference to the button added. It's up to you to hide/show the button when needed. When your plugin is deactivated, make sure to remove your custom control with <see cref="M:Godot.EditorPlugin.RemoveControlFromBottomPanel(Godot.Control)"/> and free it with <see cref="M:Godot.Node.QueueFree"/>.</para>
</summary>
</member>
<member name="M:Godot.EditorPlugin.AddControlToDock(Godot.EditorPlugin.DockSlot,Godot.Control)">
<summary>
<para>Adds the control to a specific dock slot (see <see cref="T:Godot.EditorPlugin.DockSlot"/> for options).</para>
<para>If the dock is repositioned and as long as the plugin is active, the editor will save the dock position on further sessions.</para>
<para>When your plugin is deactivated, make sure to remove your custom control with <see cref="M:Godot.EditorPlugin.RemoveControlFromDocks(Godot.Control)"/> and free it with <see cref="M:Godot.Node.QueueFree"/>.</para>
</summary>
</member>
<member name="M:Godot.EditorPlugin.RemoveControlFromDocks(Godot.Control)">
<summary>
<para>Removes the control from the dock. You have to manually <see cref="M:Godot.Node.QueueFree"/> the control.</para>
</summary>
</member>
<member name="M:Godot.EditorPlugin.RemoveControlFromBottomPanel(Godot.Control)">
<summary>
<para>Removes the control from the bottom panel. You have to manually <see cref="M:Godot.Node.QueueFree"/> the control.</para>
</summary>
</member>
<member name="M:Godot.EditorPlugin.RemoveControlFromContainer(Godot.EditorPlugin.CustomControlContainer,Godot.Control)">
<summary>
<para>Removes the control from the specified container. You have to manually <see cref="M:Godot.Node.QueueFree"/> the control.</para>
</summary>
</member>
<member name="M:Godot.EditorPlugin.AddToolMenuItem(System.String,Godot.Object,System.String,System.Object)">
<summary>
<para>Adds a custom menu item to Project > Tools as <c>name</c> that calls <c>callback</c> on an instance of <c>handler</c> with a parameter <c>ud</c> when user activates it.</para>
</summary>
</member>
<member name="M:Godot.EditorPlugin.AddToolSubmenuItem(System.String,Godot.Object)">
<summary>
<para>Adds a custom submenu under Project > Tools > <c>name</c>. <c>submenu</c> should be an object of class <see cref="T:Godot.PopupMenu"/>. This submenu should be cleaned up using <c>remove_tool_menu_item(name)</c>.</para>
</summary>
</member>
<member name="M:Godot.EditorPlugin.RemoveToolMenuItem(System.String)">
<summary>
<para>Removes a menu <c>name</c> from Project > Tools.</para>
</summary>
</member>
<member name="M:Godot.EditorPlugin.AddCustomType(System.String,System.String,Godot.Script,Godot.Texture)">
<summary>
<para>Adds a custom type, which will appear in the list of nodes or resources. An icon can be optionally passed.</para>
<para>When given node or resource is selected, the base type will be instanced (ie, "Spatial", "Control", "Resource"), then the script will be loaded and set to this object.</para>
<para>You can use the virtual method <see cref="M:Godot.EditorPlugin.Handles(Godot.Object)"/> to check if your custom object is being edited by checking the script or using the <c>is</c> keyword.</para>
<para>During run-time, this will be a simple object with a script so this function does not need to be called then.</para>
</summary>
</member>
<member name="M:Godot.EditorPlugin.RemoveCustomType(System.String)">
<summary>
<para>Removes a custom type added by <see cref="M:Godot.EditorPlugin.AddCustomType(System.String,System.String,Godot.Script,Godot.Texture)"/>.</para>
</summary>
</member>
<member name="M:Godot.EditorPlugin.AddAutoloadSingleton(System.String,System.String)">
<summary>
<para>Adds a script at <c>path</c> to the Autoload list as <c>name</c>.</para>
</summary>
</member>
<member name="M:Godot.EditorPlugin.RemoveAutoloadSingleton(System.String)">
<summary>
<para>Removes an Autoload <c>name</c> from the list.</para>
</summary>
</member>
<member name="M:Godot.EditorPlugin.UpdateOverlays">
<summary>
<para>Updates the overlays of the editor (2D/3D) viewport.</para>
</summary>
</member>
<member name="M:Godot.EditorPlugin.GetUndoRedo">
<summary>
<para>Gets the undo/redo object. Most actions in the editor can be undoable, so use this object to make sure this happens when it's worth it.</para>
</summary>
</member>
<member name="M:Godot.EditorPlugin.QueueSaveLayout">
<summary>
<para>Queue save the project's editor layout.</para>
</summary>
</member>
<member name="M:Godot.EditorPlugin.SetInputEventForwardingAlwaysEnabled">
<summary>
<para>Use this method if you always want to receive inputs from 3D view screen inside <see cref="M:Godot.EditorPlugin.ForwardSpatialGuiInput(Godot.Camera,Godot.InputEvent)"/>. It might be especially usable if your plugin will want to use raycast in the scene.</para>
</summary>
</member>
<member name="M:Godot.EditorPlugin.GetEditorInterface">
<summary>
<para>Returns the <see cref="T:Godot.EditorInterface"/> object that gives you control over Godot editor's window and its functionalities.</para>
</summary>
</member>
<member name="M:Godot.EditorPlugin.GetScriptCreateDialog">
<summary>
<para>Gets the Editor's dialogue used for making scripts.</para>
<para>Note: Users can configure it before use.</para>
</summary>
</member>
<member name="T:Godot.EditorProperty">
<summary>
<para>This control allows property editing for one or multiple properties into <see cref="T:Godot.EditorInspector"/>. It is added via <see cref="T:Godot.EditorInspectorPlugin"/>.</para>
</summary>
</member>
<member name="P:Godot.EditorProperty.Label">
<summary>
<para>Set this property to change the label (if you want to show one).</para>
</summary>
</member>
<member name="P:Godot.EditorProperty.ReadOnly">
<summary>
<para>Used by the inspector, set to <c>true</c> when the property is read-only.</para>
</summary>
</member>
<member name="P:Godot.EditorProperty.Checkable">
<summary>
<para>Used by the inspector, set to <c>true</c> when the property is checkable.</para>
</summary>
</member>
<member name="P:Godot.EditorProperty.Checked">
<summary>
<para>Used by the inspector, set to <c>true</c> when the property is checked.</para>
</summary>
</member>
<member name="P:Godot.EditorProperty.DrawRed">
<summary>
<para>Used by the inspector, set to <c>true</c> when the property must draw with error color. This is used for editable children's properties.</para>
</summary>
</member>
<member name="P:Godot.EditorProperty.Keying">
<summary>
<para>Used by the inspector, set to <c>true</c> when the property can add keys for animation.</para>
</summary>
</member>
<member name="M:Godot.EditorProperty.UpdateProperty">
<summary>
<para>When this virtual function is called, you must update your editor.</para>
</summary>
</member>
<member name="M:Godot.EditorProperty.GetEditedProperty">
<summary>
<para>Gets the edited property. If your editor is for a single property (added via <see cref="M:Godot.EditorInspectorPlugin.ParseProperty(Godot.Object,System.Int32,System.String,System.Int32,System.String,System.Int32)"/>), then this will return the property.</para>
</summary>
</member>
<member name="M:Godot.EditorProperty.GetEditedObject">
<summary>