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81064cc239
We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
17 lines
1.1 KiB
XML
17 lines
1.1 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="EditorScriptPicker" inherits="EditorResourcePicker" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Godot editor's control for selecting the [code]script[/code] property of a [Node].
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</brief_description>
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<description>
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Similar to [EditorResourcePicker] this [Control] node is used in the editor's Inspector dock, but only to edit the [code]script[/code] property of a [Node]. Default options for creating new resources of all possible subtypes are replaced with dedicated buttons that open the "Attach Node Script" dialog. Can be used with [EditorInspectorPlugin] to recreate the same behavior.
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[b]Note:[/b] You must set the [member script_owner] for the custom context menu items to work.
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</description>
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<tutorials>
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</tutorials>
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<members>
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<member name="script_owner" type="Node" setter="set_script_owner" getter="get_script_owner">
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The owner [Node] of the script property that holds the edited resource.
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</member>
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</members>
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</class>
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