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mirror of https://github.com/godotengine/godot.git synced 2025-11-06 12:20:30 +00:00

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.
This commit is contained in:
Rémi Verschelde
2022-03-28 15:48:38 +02:00
parent 41d075de58
commit c9b75431f3
20 changed files with 15 additions and 18 deletions

View File

@@ -0,0 +1,50 @@
# meta-description: Visual shader's node plugin template
@tool
class_name VisualShaderNode_CLASS_
extends _BASE_
func _get_name() -> String:
return "_CLASS_"
func _get_category() -> String:
return ""
func _get_description() -> String:
return ""
func _get_return_icon_type() -> int:
return PORT_TYPE_SCALAR
func _get_input_port_count() -> int:
return 0
func _get_input_port_name(port: int) -> String:
return ""
func _get_input_port_type(port: int) -> int:
return PORT_TYPE_SCALAR
func _get_output_port_count() -> int:
return 1
func _get_output_port_name(port: int) -> String:
return "result"
func _get_output_port_type(port: int) -> int:
return PORT_TYPE_SCALAR
func _get_code(input_vars: Array[String], output_vars: Array[String],
mode: int, type: int) -> String:
return output_vars[0] + " = 0.0;"