Files
przygody-pana-cegly/addons/dialogue_manager/inspector_plugin.gd
Gabriel Kaszewski d786ef4c22 Complete C# rewrite with working game in Editor (#6)
* Refactor collectable components to C# and update resource scripts for consistency

* Update resource paths and refactor properties for consistency

* Refactor UI components to inherit from Control and update node paths for consistency

* Update node paths and group assignments for consistency across scenes

* Refactor GameManager and PlayerDeathComponent for improved state management and logging; update scene connections for player death handling

* Add PhantomCamera components and UI elements for improved scene management; refactor existing components for better integration

* Refactor skill components and update resource paths for consistency; enhance skill management in scenes

* Add new UID files and update scene configurations for dialogue components; refactor skill management and input handling

* Add next level command and refactor player retrieval in GameManager; update scene files for consistency

* Add skill upgrade system and refactor skill components for enhanced functionality; update resource paths and configurations

* Enhance ChargeProgressBar and Marketplace functionality; add owner exit handling and update skill button states

* Refactor ChargeProgressBar and SkillManager; update skill handling and improve component interactions

* Refactor player and level configurations; streamline FlipPlayerComponent and reposition Spaceship Enter
2025-08-27 01:12:26 +02:00

22 lines
714 B
GDScript

@tool
class_name DMInspectorPlugin extends EditorInspectorPlugin
const DialogueEditorProperty = preload("./components/editor_property/editor_property.gd")
func _can_handle(object) -> bool:
if object is GDScript: return false
if not object is Node: return false
if "name" in object and object.name == "Dialogue Manager": return false
return true
func _parse_property(object: Object, type, name: String, hint_type, hint_string: String, usage_flags: int, wide: bool) -> bool:
if hint_string == "DialogueResource" or ("dialogue" in name.to_lower() and hint_string == "Resource"):
var property_editor = DialogueEditorProperty.new()
add_property_editor(name, property_editor)
return true
return false