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Separate Node editor dock
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19 changed files with 268 additions and 223 deletions
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@ -109,7 +109,7 @@
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<constant name="FEATURE_SCENE_TREE" value="3" enum="Feature">
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Scene tree editing. If this feature is disabled, the Scene tree dock will still be visible but will be read-only.
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</constant>
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<constant name="FEATURE_NODE_DOCK" value="4" enum="Feature">
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<constant name="FEATURE_NODE_DOCK" value="4" enum="Feature" deprecated="Replaced by the Signals and Groups docks.">
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The Node dock. If this feature is disabled, signals and groups won't be visible and modifiable from the editor.
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</constant>
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<constant name="FEATURE_FILESYSTEM_DOCK" value="5" enum="Feature">
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@ -124,7 +124,13 @@
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<constant name="FEATURE_GAME" value="8" enum="Feature">
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The Game tab, which allows embedding the game window and selecting nodes by clicking inside of it. If this feature is disabled, the Game tab won't display.
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</constant>
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<constant name="FEATURE_MAX" value="9" enum="Feature">
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<constant name="FEATURE_SIGNALS_DOCK" value="9" enum="Feature">
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The Signals dock. If this feature is disabled, signals won't be visible and modifiable from the editor.
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</constant>
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<constant name="FEATURE_GROUPS_DOCK" value="10" enum="Feature">
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The Groups dock. If this feature is disabled, groups won't be visible and modifiable from the editor.
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</constant>
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<constant name="FEATURE_MAX" value="11" enum="Feature">
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Represents the size of the [enum Feature] enum.
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</constant>
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</constants>
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@ -1453,7 +1453,7 @@
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If [code]true[/code], the caret will be moved when right-clicking somewhere in the script editor (like when left-clicking or middle-clicking). If [code]false[/code], the caret will only be moved when left-clicking or middle-clicking somewhere.
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</member>
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<member name="text_editor/behavior/navigation/open_script_when_connecting_signal_to_existing_method" type="bool" setter="" getter="">
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If [code]true[/code], opens the script editor when connecting a signal to an existing script method from the Node dock.
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If [code]true[/code], opens the script editor when connecting a signal to an existing script method from the Signals dock.
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</member>
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<member name="text_editor/behavior/navigation/scroll_past_end_of_file" type="bool" setter="" getter="">
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If [code]true[/code], allows scrolling past the end of the file.
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@ -1485,7 +1485,7 @@
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If [code]true[/code], automatically adds [url=$DOCS_URL/tutorials/scripting/gdscript/static_typing.html]GDScript static typing[/url] (such as [code]-> void[/code] and [code]: int[/code]) in many situations where it's possible to, including when:
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- Accepting a suggestion from code autocompletion;
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- Creating a new script from a template;
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- Connecting signals from the Node dock;
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- Connecting signals from the Signals dock;
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- Creating variables prefixed with [annotation @GDScript.@onready], by dropping nodes from the Scene dock into the script editor while holding [kbd]Ctrl[/kbd].
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</member>
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<member name="text_editor/completion/auto_brace_complete" type="bool" setter="" getter="">
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@ -196,7 +196,7 @@
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<param index="1" name="persistent" type="bool" default="false" />
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<description>
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Adds the node to the [param group]. Groups can be helpful to organize a subset of nodes, for example [code]"enemies"[/code] or [code]"collectables"[/code]. See notes in the description, and the group methods in [SceneTree].
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If [param persistent] is [code]true[/code], the group will be stored when saved inside a [PackedScene]. All groups created and displayed in the Node dock are persistent.
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If [param persistent] is [code]true[/code], the group will be stored when saved inside a [PackedScene]. All groups created and displayed in the Groups dock are persistent.
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[b]Note:[/b] To improve performance, the order of group names is [i]not[/i] guaranteed and may vary between project runs. Therefore, do not rely on the group order.
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[b]Note:[/b] [SceneTree]'s group methods will [i]not[/i] work on this node if not inside the tree (see [method is_inside_tree]).
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</description>
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@ -1040,7 +1040,7 @@
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Deferred connections trigger their [Callable]s on idle time (at the end of the frame), rather than instantly.
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</constant>
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<constant name="CONNECT_PERSIST" value="2" enum="ConnectFlags">
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Persisting connections are stored when the object is serialized (such as when using [method PackedScene.pack]). In the editor, connections created through the Node dock are always persisting.
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Persisting connections are stored when the object is serialized (such as when using [method PackedScene.pack]). In the editor, connections created through the Signals dock are always persisting.
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</constant>
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<constant name="CONNECT_ONE_SHOT" value="4" enum="ConnectFlags">
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One-shot connections disconnect themselves after emission.
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@ -6,7 +6,7 @@
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<description>
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The [Timer] node is a countdown timer and is the simplest way to handle time-based logic in the engine. When a timer reaches the end of its [member wait_time], it will emit the [signal timeout] signal.
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After a timer enters the scene tree, it can be manually started with [method start]. A timer node is also started automatically if [member autostart] is [code]true[/code].
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Without requiring much code, a timer node can be added and configured in the editor. The [signal timeout] signal it emits can also be connected through the Node dock in the editor:
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Without requiring much code, a timer node can be added and configured in the editor. The [signal timeout] signal it emits can also be connected through the Signals dock in the editor:
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[codeblock]
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func _on_timer_timeout():
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print("Time to attack!")
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