using Godot; using System; namespace BITKit; #if TOOLS using Godot; [Tool] public partial class InspectorPlugins : EditorInspectorPlugin { public override bool _CanHandle(GodotObject @object) { return @object is Node; } public override bool _ParseProperty( GodotObject @object, Variant.Type type, string name, PropertyHint hintType, string hintString, PropertyUsageFlags usageFlags, bool wide) { // We handle properties of type integer. if (type != Variant.Type.Int) return false; // Create an instance of the custom property editor and register // it to a specific property path. AddPropertyEditor(name, new RandomIntEditor()); // Inform the editor to remove the default property editor for // this property type. return true; } } #endif