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Refactor GDScript/C# script templates logic to be editor-only
Not a full refactor as it still goes through ScriptLanguage so it's hacky, but at least it can now compile without this.
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@@ -0,0 +1,50 @@
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# meta-description: Visual shader's node plugin template
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@tool
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class_name VisualShaderNode_CLASS_
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extends _BASE_
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func _get_name() -> String:
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return "_CLASS_"
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func _get_category() -> String:
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return ""
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func _get_description() -> String:
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return ""
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func _get_return_icon_type() -> int:
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return PORT_TYPE_SCALAR
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func _get_input_port_count() -> int:
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return 0
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func _get_input_port_name(port: int) -> String:
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return ""
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func _get_input_port_type(port: int) -> int:
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return PORT_TYPE_SCALAR
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func _get_output_port_count() -> int:
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return 1
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func _get_output_port_name(port: int) -> String:
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return "result"
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func _get_output_port_type(port: int) -> int:
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return PORT_TYPE_SCALAR
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func _get_code(input_vars: Array[String], output_vars: Array[String],
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mode: int, type: int) -> String:
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return output_vars[0] + " = 0.0;"
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