using Godot; using System; using System.Reflection; 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) { switch (type) { case Variant.Type.String: var field = @object.GetType().GetField(name); var att = field?.GetCustomAttribute(); if (att is null) return false; var label = new Label(); AddPropertyEditor(name, label); break; default: return false; } return true; } } #endif