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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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17
modules/mono/editor/script_templates/Node/default.cs
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17
modules/mono/editor/script_templates/Node/default.cs
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// meta-description: Base template for Node with default Godot cycle methods
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using _BINDINGS_NAMESPACE_;
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using System;
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public partial class _CLASS_ : _BASE_
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{
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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{
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}
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// Called every frame. 'delta' is the elapsed time since the previous frame.
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public override void _Process(float delta)
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{
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}
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}
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