Skip to content

Commit 7ece0d6

Browse files
authored
Update README.md
1 parent d13c695 commit 7ece0d6

File tree

1 file changed

+5
-0
lines changed

1 file changed

+5
-0
lines changed

README.md

Lines changed: 5 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -16,10 +16,15 @@ Go to Project Settings > Plugins, and enable Extendable Inspector (C#).
1616

1717
Let's add a button that prints the node name in godot's output:
1818
- Choose the node that should have this control, make sure its script has the `[Tool]` attribute at the class declaration, [this allows it to run code while in the editor](https://docs.godotengine.org/en/stable/tutorials/plugins/running_code_in_the_editor.html).
19+
1920
![image](https://github.com/ProFiLeR4100/ExtendableInspectorForCS/assets/9364958/7f0cc7e0-6a9a-4447-b73e-8fc9a0f8da6b)
21+
2022
- Define a method called `ExtendInspectorBegin` that receives a parameter, let's call that parameter `inspector`. If you want, you can type it as `ExtendableInspector` to get some autocomplete features:
23+
2124
![image](https://github.com/ProFiLeR4100/ExtendableInspectorForCS/assets/9364958/e6ff7696-ab1c-484c-ae1e-04b75da80f47)
25+
2226
- Create a button that when pressed, it prints the node's name. Then, simply add it to the inspector with `inspector.AddCustomControl(ourNewControl)`. You will have to unfocus the node and focus it again for the button to appear:
27+
2328
![image](https://github.com/ProFiLeR4100/ExtendableInspectorForCS/assets/9364958/d8457afd-5243-4da9-9834-b87c90f356bb)
2429

2530

0 commit comments

Comments
 (0)