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Implemented SkeletonEditorGizmo
Co-authored-by: Lyuma <xn.lyuma@gmail.com>
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@@ -88,7 +88,7 @@ protected:
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static void _bind_methods();
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public:
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virtual bool forward_spatial_gui_input(Camera3D *p_camera, const Ref<InputEvent> &p_event);
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virtual EditorPlugin::AfterGUIInput forward_spatial_gui_input(Camera3D *p_camera, const Ref<InputEvent> &p_event);
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void edit(Node *p_collision_polygon);
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CollisionPolygon3DEditor(EditorNode *p_editor);
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~CollisionPolygon3DEditor();
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@@ -101,7 +101,7 @@ class Polygon3DEditorPlugin : public EditorPlugin {
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EditorNode *editor;
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public:
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virtual bool forward_spatial_gui_input(Camera3D *p_camera, const Ref<InputEvent> &p_event) override { return collision_polygon_editor->forward_spatial_gui_input(p_camera, p_event); }
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virtual EditorPlugin::AfterGUIInput forward_spatial_gui_input(Camera3D *p_camera, const Ref<InputEvent> &p_event) override { return collision_polygon_editor->forward_spatial_gui_input(p_camera, p_event); }
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virtual String get_name() const override { return "Polygon3DEditor"; }
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bool has_main_screen() const override { return false; }
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