Document how some editor classes should be accessed as singletons only
This closes #37687.
(cherry picked from commit a225265b0a
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</brief_description>
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<description>
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This object holds information of all resources in the filesystem, their types, etc.
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[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access the singleton using [method EditorInterface.get_resource_filesystem].
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</description>
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<tutorials>
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</tutorials>
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A tab used to edit properties of the selected node.
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</brief_description>
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<description>
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The editor inspector is by default located on the right-hand side of the editor. It's used to edit the properties of the selected node. For example, you can select a node such as Sprite2D then edit its transform through the inspector tool. The editor inspector is an essential tool in the game development workflow.
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The editor inspector is by default located on the right-hand side of the editor. It's used to edit the properties of the selected node. For example, you can select a node such as [Sprite] then edit its transform through the inspector tool. The editor inspector is an essential tool in the game development workflow.
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[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access the singleton using [method EditorInterface.get_inspector].
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</description>
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<tutorials>
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</tutorials>
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</brief_description>
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<description>
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EditorInterface gives you control over Godot editor's window. It allows customizing the window, saving and (re-)loading scenes, rendering mesh previews, inspecting and editing resources and objects, and provides access to [EditorSettings], [EditorFileSystem], [EditorResourcePreview], [ScriptEditor], the editor viewport, and information about scenes.
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[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access the singleton using [method EditorPlugin.get_editor_interface].
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</description>
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<tutorials>
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</tutorials>
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</brief_description>
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<description>
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This object is used to generate previews for resources of files.
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[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access the singleton using [method EditorInterface.get_resource_previewer].
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</description>
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<tutorials>
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</tutorials>
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</brief_description>
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<description>
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This object manages the SceneTree selection in the editor.
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[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access the singleton using [method EditorInterface.get_selection].
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</description>
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<tutorials>
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</tutorials>
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settings.get(prop)
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list_of_settings = settings.get_property_list()
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[/codeblock]
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[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access the singleton using [method EditorInterface.get_editor_settings].
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</description>
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<tutorials>
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</tutorials>
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Godot editor's script editor.
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</brief_description>
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<description>
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[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access the singleton using [method EditorInterface.get_script_editor].
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</description>
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<tutorials>
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</tutorials>
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