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