EditorInspectorPlugin

package
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Published: Mar 3, 2025 License: MIT Imports: 19 Imported by: 0

Documentation

Overview

Package EditorInspectorPlugin provides methods for working with EditorInspectorPlugin object instances.

Index

Constants

This section is empty.

Variables

This section is empty.

Functions

This section is empty.

Types

type Advanced

type Advanced = class

Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.

type Any

type Any interface {
	gd.IsClass
	AsEditorInspectorPlugin() Instance
}

type Implementation

type Implementation = implementation

Implementation implements Interface with empty methods.

type Instance

type Instance [1]gdclass.EditorInspectorPlugin

[EditorInspectorPlugin] allows adding custom property editors to [EditorInspector]. When an object is edited, the [method _can_handle] function is called and must return [code]true[/code] if the object type is supported. If supported, the function [method _parse_begin] will be called, allowing to place custom controls at the beginning of the class. Subsequently, the [method _parse_category] and [method _parse_property] are called for every category and property. They offer the ability to add custom controls to the inspector too. Finally, [method _parse_end] will be called. On each of these calls, the "add" functions can be called. To use [EditorInspectorPlugin], register it using the [method EditorPlugin.add_inspector_plugin] method first.

See [Interface] for methods that can be overridden by a [Class] that extends it.

%!(EXTRA string=EditorInspectorPlugin)

var Nil Instance

Nil is a nil/null instance of the class. Equivalent to the zero value.

func New

func New() Instance

func (Instance) AddCustomControl

func (self Instance) AddCustomControl(control [1]gdclass.Control)

Adds a custom control, which is not necessarily a property editor.

func (Instance) AddPropertyEditor

func (self Instance) AddPropertyEditor(property string, editor [1]gdclass.Control)

Adds a property editor for an individual property. The [param editor] control must extend [EditorProperty]. There can be multiple property editors for a property. If [param add_to_end] is [code]true[/code], this newly added editor will be displayed after all the other editors of the property whose [param add_to_end] is [code]false[/code]. For example, the editor uses this parameter to add an "Edit Region" button for [member Sprite2D.region_rect] below the regular [Rect2] editor. [param label] can be used to choose a custom label for the property editor in the inspector. If left empty, the label is computed from the name of the property instead.

func (Instance) AddPropertyEditorForMultipleProperties

func (self Instance) AddPropertyEditorForMultipleProperties(label string, properties []string, editor [1]gdclass.Control)

Adds an editor that allows modifying multiple properties. The [param editor] control must extend [EditorProperty].

func (Instance) AsEditorInspectorPlugin

func (self Instance) AsEditorInspectorPlugin() Instance

func (Instance) AsObject

func (self Instance) AsObject() [1]gd.Object

func (Instance) AsRefCounted

func (self Instance) AsRefCounted() [1]gd.RefCounted

func (*Instance) UnsafePointer

func (self *Instance) UnsafePointer() unsafe.Pointer

func (Instance) Virtual

func (self Instance) Virtual(name string) reflect.Value

type Interface

type Interface interface {
	//Returns [code]true[/code] if this object can be handled by this plugin.
	CanHandle(obj Object.Instance) bool
	//Called to allow adding controls at the beginning of the property list for [param object].
	ParseBegin(obj Object.Instance)
	//Called to allow adding controls at the beginning of a category in the property list for [param object].
	ParseCategory(obj Object.Instance, category string)
	//Called to allow adding controls at the beginning of a group or a sub-group in the property list for [param object].
	ParseGroup(obj Object.Instance, group string)
	//Called to allow adding property-specific editors to the property list for [param object]. The added editor control must extend [EditorProperty]. Returning [code]true[/code] removes the built-in editor for this property, otherwise allows to insert a custom editor before the built-in one.
	ParseProperty(obj Object.Instance, atype variant.Type, name string, hint_type PropertyHint, hint_string string, usage_flags PropertyUsageFlags, wide bool) bool
	//Called to allow adding controls at the end of the property list for [param object].
	ParseEnd(obj Object.Instance)
}

type PropertyHint

type PropertyHint int
const (
	/*The property has no hint for the editor.*/
	PropertyHintNone PropertyHint = 0
	/*Hints that an [int] or [float] property should be within a range specified via the hint string [code]"min,max"[/code] or [code]"min,max,step"[/code]. The hint string can optionally include [code]"or_greater"[/code] and/or [code]"or_less"[/code] to allow manual input going respectively above the max or below the min values.
	  [b]Example:[/b] [code]"-360,360,1,or_greater,or_less"[/code].
	  Additionally, other keywords can be included: [code]"exp"[/code] for exponential range editing, [code]"radians_as_degrees"[/code] for editing radian angles in degrees (the range values are also in degrees), [code]"degrees"[/code] to hint at an angle and [code]"hide_slider"[/code] to hide the slider.*/
	PropertyHintRange PropertyHint = 1
	/*Hints that an [int] or [String] property is an enumerated value to pick in a list specified via a hint string.
	  The hint string is a comma separated list of names such as [code]"Hello,Something,Else"[/code]. Whitespaces are [b]not[/b] removed from either end of a name. For integer properties, the first name in the list has value 0, the next 1, and so on. Explicit values can also be specified by appending [code]:integer[/code] to the name, e.g. [code]"Zero,One,Three:3,Four,Six:6"[/code].*/
	PropertyHintEnum PropertyHint = 2
	/*Hints that a [String] property can be an enumerated value to pick in a list specified via a hint string such as [code]"Hello,Something,Else"[/code].
	  Unlike [constant PROPERTY_HINT_ENUM], a property with this hint still accepts arbitrary values and can be empty. The list of values serves to suggest possible values.*/
	PropertyHintEnumSuggestion PropertyHint = 3
	/*Hints that a [float] property should be edited via an exponential easing function. The hint string can include [code]"attenuation"[/code] to flip the curve horizontally and/or [code]"positive_only"[/code] to exclude in/out easing and limit values to be greater than or equal to zero.*/
	PropertyHintExpEasing PropertyHint = 4
	/*Hints that a vector property should allow its components to be linked. For example, this allows [member Vector2.x] and [member Vector2.y] to be edited together.*/
	PropertyHintLink PropertyHint = 5
	/*Hints that an [int] property is a bitmask with named bit flags.
	  The hint string is a comma separated list of names such as [code]"Bit0,Bit1,Bit2,Bit3"[/code]. Whitespaces are [b]not[/b] removed from either end of a name. The first name in the list has value 1, the next 2, then 4, 8, 16 and so on. Explicit values can also be specified by appending [code]:integer[/code] to the name, e.g. [code]"A:4,B:8,C:16"[/code]. You can also combine several flags ([code]"A:4,B:8,AB:12,C:16"[/code]).
	  [b]Note:[/b] A flag value must be at least [code]1[/code] and at most [code]2 ** 32 - 1[/code].
	  [b]Note:[/b] Unlike [constant PROPERTY_HINT_ENUM], the previous explicit value is not taken into account. For the hint [code]"A:16,B,C"[/code], A is 16, B is 2, C is 4.*/
	PropertyHintFlags PropertyHint = 6
	/*Hints that an [int] property is a bitmask using the optionally named 2D render layers.*/
	PropertyHintLayers2dRender PropertyHint = 7
	/*Hints that an [int] property is a bitmask using the optionally named 2D physics layers.*/
	PropertyHintLayers2dPhysics PropertyHint = 8
	/*Hints that an [int] property is a bitmask using the optionally named 2D navigation layers.*/
	PropertyHintLayers2dNavigation PropertyHint = 9
	/*Hints that an [int] property is a bitmask using the optionally named 3D render layers.*/
	PropertyHintLayers3dRender PropertyHint = 10
	/*Hints that an [int] property is a bitmask using the optionally named 3D physics layers.*/
	PropertyHintLayers3dPhysics PropertyHint = 11
	/*Hints that an [int] property is a bitmask using the optionally named 3D navigation layers.*/
	PropertyHintLayers3dNavigation PropertyHint = 12
	/*Hints that an integer property is a bitmask using the optionally named avoidance layers.*/
	PropertyHintLayersAvoidance PropertyHint = 37
	/*Hints that a [String] property is a path to a file. Editing it will show a file dialog for picking the path. The hint string can be a set of filters with wildcards like [code]"*.png,*.jpg"[/code].*/
	PropertyHintFile PropertyHint = 13
	/*Hints that a [String] property is a path to a directory. Editing it will show a file dialog for picking the path.*/
	PropertyHintDir PropertyHint = 14
	/*Hints that a [String] property is an absolute path to a file outside the project folder. Editing it will show a file dialog for picking the path. The hint string can be a set of filters with wildcards, like [code]"*.png,*.jpg"[/code].*/
	PropertyHintGlobalFile PropertyHint = 15
	/*Hints that a [String] property is an absolute path to a directory outside the project folder. Editing it will show a file dialog for picking the path.*/
	PropertyHintGlobalDir PropertyHint = 16
	/*Hints that a property is an instance of a [Resource]-derived type, optionally specified via the hint string (e.g. [code]"Texture2D"[/code]). Editing it will show a popup menu of valid resource types to instantiate.*/
	PropertyHintResourceType PropertyHint = 17
	/*Hints that a [String] property is text with line breaks. Editing it will show a text input field where line breaks can be typed.*/
	PropertyHintMultilineText PropertyHint = 18
	/*Hints that a [String] property is an [Expression].*/
	PropertyHintExpression PropertyHint = 19
	/*Hints that a [String] property should show a placeholder text on its input field, if empty. The hint string is the placeholder text to use.*/
	PropertyHintPlaceholderText PropertyHint = 20
	/*Hints that a [Color] property should be edited without affecting its transparency ([member Color.a] is not editable).*/
	PropertyHintColorNoAlpha PropertyHint = 21
	/*Hints that the property's value is an object encoded as object ID, with its type specified in the hint string. Used by the debugger.*/
	PropertyHintObjectId PropertyHint = 22
	/*If a property is [String], hints that the property represents a particular type (class). This allows to select a type from the create dialog. The property will store the selected type as a string.
	  If a property is [Array], hints the editor how to show elements. The [code]hint_string[/code] must encode nested types using [code]":"[/code] and [code]"/"[/code].
	  [codeblocks]
	  [gdscript]
	  # Array of elem_type.
	  hint_string = "%d:" % [elem_type]
	  hint_string = "%d/%d:%s" % [elem_type, elem_hint, elem_hint_string]
	  # Two-dimensional array of elem_type (array of arrays of elem_type).
	  hint_string = "%d:%d:" % [TYPE_ARRAY, elem_type]
	  hint_string = "%d:%d/%d:%s" % [TYPE_ARRAY, elem_type, elem_hint, elem_hint_string]
	  # Three-dimensional array of elem_type (array of arrays of arrays of elem_type).
	  hint_string = "%d:%d:%d:" % [TYPE_ARRAY, TYPE_ARRAY, elem_type]
	  hint_string = "%d:%d:%d/%d:%s" % [TYPE_ARRAY, TYPE_ARRAY, elem_type, elem_hint, elem_hint_string]
	  [/gdscript]
	  [csharp]
	  // Array of elemType.
	  hintString = $"{elemType:D}:";
	  hintString = $"{elemType:}/{elemHint:D}:{elemHintString}";
	  // Two-dimensional array of elemType (array of arrays of elemType).
	  hintString = $"{Variant.Type.Array:D}:{elemType:D}:";
	  hintString = $"{Variant.Type.Array:D}:{elemType:D}/{elemHint:D}:{elemHintString}";
	  // Three-dimensional array of elemType (array of arrays of arrays of elemType).
	  hintString = $"{Variant.Type.Array:D}:{Variant.Type.Array:D}:{elemType:D}:";
	  hintString = $"{Variant.Type.Array:D}:{Variant.Type.Array:D}:{elemType:D}/{elemHint:D}:{elemHintString}";
	  [/csharp]
	  [/codeblocks]
	  Examples:
	  [codeblocks]
	  [gdscript]
	  hint_string = "%d:" % [TYPE_INT] # Array of integers.
	  hint_string = "%d/%d:1,10,1" % [TYPE_INT, PROPERTY_HINT_RANGE] # Array of integers (in range from 1 to 10).
	  hint_string = "%d/%d:Zero,One,Two" % [TYPE_INT, PROPERTY_HINT_ENUM] # Array of integers (an enum).
	  hint_string = "%d/%d:Zero,One,Three:3,Six:6" % [TYPE_INT, PROPERTY_HINT_ENUM] # Array of integers (an enum).
	  hint_string = "%d/%d:*.png" % [TYPE_STRING, PROPERTY_HINT_FILE] # Array of strings (file paths).
	  hint_string = "%d/%d:Texture2D" % [TYPE_OBJECT, PROPERTY_HINT_RESOURCE_TYPE] # Array of textures.

	  hint_string = "%d:%d:" % [TYPE_ARRAY, TYPE_FLOAT] # Two-dimensional array of floats.
	  hint_string = "%d:%d/%d:" % [TYPE_ARRAY, TYPE_STRING, PROPERTY_HINT_MULTILINE_TEXT] # Two-dimensional array of multiline strings.
	  hint_string = "%d:%d/%d:-1,1,0.1" % [TYPE_ARRAY, TYPE_FLOAT, PROPERTY_HINT_RANGE] # Two-dimensional array of floats (in range from -1 to 1).
	  hint_string = "%d:%d/%d:Texture2D" % [TYPE_ARRAY, TYPE_OBJECT, PROPERTY_HINT_RESOURCE_TYPE] # Two-dimensional array of textures.
	  [/gdscript]
	  [csharp]
	  hintString = $"{Variant.Type.Int:D}/{PropertyHint.Range:D}:1,10,1"; // Array of integers (in range from 1 to 10).
	  hintString = $"{Variant.Type.Int:D}/{PropertyHint.Enum:D}:Zero,One,Two"; // Array of integers (an enum).
	  hintString = $"{Variant.Type.Int:D}/{PropertyHint.Enum:D}:Zero,One,Three:3,Six:6"; // Array of integers (an enum).
	  hintString = $"{Variant.Type.String:D}/{PropertyHint.File:D}:*.png"; // Array of strings (file paths).
	  hintString = $"{Variant.Type.Object:D}/{PropertyHint.ResourceType:D}:Texture2D"; // Array of textures.

	  hintString = $"{Variant.Type.Array:D}:{Variant.Type.Float:D}:"; // Two-dimensional array of floats.
	  hintString = $"{Variant.Type.Array:D}:{Variant.Type.String:D}/{PropertyHint.MultilineText:D}:"; // Two-dimensional array of multiline strings.
	  hintString = $"{Variant.Type.Array:D}:{Variant.Type.Float:D}/{PropertyHint.Range:D}:-1,1,0.1"; // Two-dimensional array of floats (in range from -1 to 1).
	  hintString = $"{Variant.Type.Array:D}:{Variant.Type.Object:D}/{PropertyHint.ResourceType:D}:Texture2D"; // Two-dimensional array of textures.
	  [/csharp]
	  [/codeblocks]
	  [b]Note:[/b] The trailing colon is required for properly detecting built-in types.*/
	PropertyHintTypeString           PropertyHint = 23
	PropertyHintNodePathToEditedNode PropertyHint = 24
	/*Hints that an object is too big to be sent via the debugger.*/
	PropertyHintObjectTooBig PropertyHint = 25
	/*Hints that the hint string specifies valid node types for property of type [NodePath].*/
	PropertyHintNodePathValidTypes PropertyHint = 26
	/*Hints that a [String] property is a path to a file. Editing it will show a file dialog for picking the path for the file to be saved at. The dialog has access to the project's directory. The hint string can be a set of filters with wildcards like [code]"*.png,*.jpg"[/code]. See also [member FileDialog.filters].*/
	PropertyHintSaveFile PropertyHint = 27
	/*Hints that a [String] property is a path to a file. Editing it will show a file dialog for picking the path for the file to be saved at. The dialog has access to the entire filesystem. The hint string can be a set of filters with wildcards like [code]"*.png,*.jpg"[/code]. See also [member FileDialog.filters].*/
	PropertyHintGlobalSaveFile PropertyHint = 28
	PropertyHintIntIsObjectid  PropertyHint = 29
	/*Hints that an [int] property is a pointer. Used by GDExtension.*/
	PropertyHintIntIsPointer PropertyHint = 30
	/*Hints that a property is an [Array] with the stored type specified in the hint string.*/
	PropertyHintArrayType PropertyHint = 31
	/*Hints that a string property is a locale code. Editing it will show a locale dialog for picking language and country.*/
	PropertyHintLocaleId PropertyHint = 32
	/*Hints that a dictionary property is string translation map. Dictionary keys are locale codes and, values are translated strings.*/
	PropertyHintLocalizableString PropertyHint = 33
	/*Hints that a property is an instance of a [Node]-derived type, optionally specified via the hint string (e.g. [code]"Node2D"[/code]). Editing it will show a dialog for picking a node from the scene.*/
	PropertyHintNodeType PropertyHint = 34
	/*Hints that a quaternion property should disable the temporary euler editor.*/
	PropertyHintHideQuaternionEdit PropertyHint = 35
	/*Hints that a string property is a password, and every character is replaced with the secret character.*/
	PropertyHintPassword PropertyHint = 36
	/*Represents the size of the [enum PropertyHint] enum.*/
	PropertyHintMax PropertyHint = 38
)

type PropertyUsageFlags

type PropertyUsageFlags int
const (
	/*The property is not stored, and does not display in the editor. This is the default for non-exported properties.*/
	PropertyUsageNone PropertyUsageFlags = 0
	/*The property is serialized and saved in the scene file (default for exported properties).*/
	PropertyUsageStorage PropertyUsageFlags = 2
	/*The property is shown in the [EditorInspector] (default for exported properties).*/
	PropertyUsageEditor PropertyUsageFlags = 4
	/*The property is excluded from the class reference.*/
	PropertyUsageInternal PropertyUsageFlags = 8
	/*The property can be checked in the [EditorInspector].*/
	PropertyUsageCheckable PropertyUsageFlags = 16
	/*The property is checked in the [EditorInspector].*/
	PropertyUsageChecked PropertyUsageFlags = 32
	/*Used to group properties together in the editor. See [EditorInspector].*/
	PropertyUsageGroup PropertyUsageFlags = 64
	/*Used to categorize properties together in the editor.*/
	PropertyUsageCategory PropertyUsageFlags = 128
	/*Used to group properties together in the editor in a subgroup (under a group). See [EditorInspector].*/
	PropertyUsageSubgroup PropertyUsageFlags = 256
	/*The property is a bitfield, i.e. it contains multiple flags represented as bits.*/
	PropertyUsageClassIsBitfield PropertyUsageFlags = 512
	/*The property does not save its state in [PackedScene].*/
	PropertyUsageNoInstanceState PropertyUsageFlags = 1024
	/*Editing the property prompts the user for restarting the editor.*/
	PropertyUsageRestartIfChanged PropertyUsageFlags = 2048
	/*The property is a script variable which should be serialized and saved in the scene file.*/
	PropertyUsageScriptVariable PropertyUsageFlags = 4096
	/*The property value of type [Object] will be stored even if its value is [code]null[/code].*/
	PropertyUsageStoreIfNull PropertyUsageFlags = 8192
	/*If this property is modified, all inspector fields will be refreshed.*/
	PropertyUsageUpdateAllIfModified PropertyUsageFlags = 16384
	PropertyUsageScriptDefaultValue  PropertyUsageFlags = 32768
	/*The property is an enum, i.e. it only takes named integer constants from its associated enumeration.*/
	PropertyUsageClassIsEnum PropertyUsageFlags = 65536
	/*If property has [code]nil[/code] as default value, its type will be [Variant].*/
	PropertyUsageNilIsVariant PropertyUsageFlags = 131072
	/*The property is an array.*/
	PropertyUsageArray PropertyUsageFlags = 262144
	/*When duplicating a resource with [method Resource.duplicate], and this flag is set on a property of that resource, the property should always be duplicated, regardless of the [code]subresources[/code] bool parameter.*/
	PropertyUsageAlwaysDuplicate PropertyUsageFlags = 524288
	/*When duplicating a resource with [method Resource.duplicate], and this flag is set on a property of that resource, the property should never be duplicated, regardless of the [code]subresources[/code] bool parameter.*/
	PropertyUsageNeverDuplicate PropertyUsageFlags = 1048576
	/*The property is only shown in the editor if modern renderers are supported (the Compatibility rendering method is excluded).*/
	PropertyUsageHighEndGfx PropertyUsageFlags = 2097152
	/*The [NodePath] property will always be relative to the scene's root. Mostly useful for local resources.*/
	PropertyUsageNodePathFromSceneRoot PropertyUsageFlags = 4194304
	/*Use when a resource is created on the fly, i.e. the getter will always return a different instance. [ResourceSaver] needs this information to properly save such resources.*/
	PropertyUsageResourceNotPersistent PropertyUsageFlags = 8388608
	/*Inserting an animation key frame of this property will automatically increment the value, allowing to easily keyframe multiple values in a row.*/
	PropertyUsageKeyingIncrements    PropertyUsageFlags = 16777216
	PropertyUsageDeferredSetResource PropertyUsageFlags = 33554432
	/*When this property is a [Resource] and base object is a [Node], a resource instance will be automatically created whenever the node is created in the editor.*/
	PropertyUsageEditorInstantiateObject PropertyUsageFlags = 67108864
	/*The property is considered a basic setting and will appear even when advanced mode is disabled. Used for project settings.*/
	PropertyUsageEditorBasicSetting PropertyUsageFlags = 134217728
	/*The property is read-only in the [EditorInspector].*/
	PropertyUsageReadOnly PropertyUsageFlags = 268435456
	/*An export preset property with this flag contains confidential information and is stored separately from the rest of the export preset configuration.*/
	PropertyUsageSecret PropertyUsageFlags = 536870912
	/*Default usage (storage and editor).*/
	PropertyUsageDefault PropertyUsageFlags = 6
	/*Default usage but without showing the property in the editor (storage).*/
	PropertyUsageNoEditor PropertyUsageFlags = 2
)

type VariantType

type VariantType int
const (
	/*Variable is [code]null[/code].*/
	TypeNil VariantType = 0
	/*Variable is of type [bool].*/
	TypeBool VariantType = 1
	/*Variable is of type [int].*/
	TypeInt VariantType = 2
	/*Variable is of type [float].*/
	TypeFloat VariantType = 3
	/*Variable is of type [String].*/
	TypeString VariantType = 4
	/*Variable is of type [Vector2].*/
	TypeVector2 VariantType = 5
	/*Variable is of type [Vector2i].*/
	TypeVector2i VariantType = 6
	/*Variable is of type [Rect2].*/
	TypeRect2 VariantType = 7
	/*Variable is of type [Rect2i].*/
	TypeRect2i VariantType = 8
	/*Variable is of type [Vector3].*/
	TypeVector3 VariantType = 9
	/*Variable is of type [Vector3i].*/
	TypeVector3i VariantType = 10
	/*Variable is of type [Transform2D].*/
	TypeTransform2d VariantType = 11
	/*Variable is of type [Vector4].*/
	TypeVector4 VariantType = 12
	/*Variable is of type [Vector4i].*/
	TypeVector4i VariantType = 13
	/*Variable is of type [Plane].*/
	TypePlane VariantType = 14
	/*Variable is of type [Quaternion].*/
	TypeQuaternion VariantType = 15
	/*Variable is of type [AABB].*/
	TypeAabb VariantType = 16
	/*Variable is of type [Basis].*/
	TypeBasis VariantType = 17
	/*Variable is of type [Transform3D].*/
	TypeTransform3d VariantType = 18
	/*Variable is of type [Projection].*/
	TypeProjection VariantType = 19
	/*Variable is of type [Color].*/
	TypeColor VariantType = 20
	/*Variable is of type [StringName].*/
	TypeStringName VariantType = 21
	/*Variable is of type [NodePath].*/
	TypeNodePath VariantType = 22
	/*Variable is of type [RID].*/
	TypeRid VariantType = 23
	/*Variable is of type [Object].*/
	TypeObject VariantType = 24
	/*Variable is of type [Callable].*/
	TypeCallable VariantType = 25
	/*Variable is of type [Signal].*/
	TypeSignal VariantType = 26
	/*Variable is of type [Dictionary].*/
	TypeDictionary VariantType = 27
	/*Variable is of type [Array].*/
	TypeArray VariantType = 28
	/*Variable is of type [PackedByteArray].*/
	TypePackedByteArray VariantType = 29
	/*Variable is of type [PackedInt32Array].*/
	TypePackedInt32Array VariantType = 30
	/*Variable is of type [PackedInt64Array].*/
	TypePackedInt64Array VariantType = 31
	/*Variable is of type [PackedFloat32Array].*/
	TypePackedFloat32Array VariantType = 32
	/*Variable is of type [PackedFloat64Array].*/
	TypePackedFloat64Array VariantType = 33
	/*Variable is of type [PackedStringArray].*/
	TypePackedStringArray VariantType = 34
	/*Variable is of type [PackedVector2Array].*/
	TypePackedVector2Array VariantType = 35
	/*Variable is of type [PackedVector3Array].*/
	TypePackedVector3Array VariantType = 36
	/*Variable is of type [PackedColorArray].*/
	TypePackedColorArray VariantType = 37
	/*Variable is of type [PackedVector4Array].*/
	TypePackedVector4Array VariantType = 38
	/*Represents the size of the [enum Variant.Type] enum.*/
	TypeMax VariantType = 39
)

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