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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 +1,62 @@
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// meta-description: Visual shader's node plugin template
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using _BINDINGS_NAMESPACE_;
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using System;
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public partial class VisualShaderNode_CLASS_ : _BASE_
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{
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public override string _GetName()
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{
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return "_CLASS_";
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}
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public override string _GetCategory()
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{
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return "";
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}
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public override string _GetDescription()
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{
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return "";
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}
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public override int _GetReturnIconType()
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{
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return 0;
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}
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public override int _GetInputPortCount()
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{
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return 0;
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}
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public override string _GetInputPortName(int port)
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{
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return "";
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}
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public override int _GetInputPortType(int port)
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{
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return 0;
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}
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public override int _GetOutputPortCount()
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{
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return 1;
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}
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public override string _GetOutputPortName(int port)
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{
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return "result";
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}
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public override int _GetOutputPortType(int port)
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{
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return 0;
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}
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public override string _GetCode(Godot.Collections.Array inputVars, Godot.Collections.Array outputVars, Shader.Mode mode, VisualShader.Type type)
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{
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return "";
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}
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}
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