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