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README.md

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@@ -16,11 +16,12 @@ Go to Project Settings > Plugins, and enable Extendable Inspector (C#).
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Let's add a button that prints the node name in godot's output:
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- 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).
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![image](https://github.com/ProFiLeR4100/ExtendableInspectorForCS/assets/11432672/7c84f2c1-e64f-40ee-a3f0-ef6f858eb78f)
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![image](https://github.com/ProFiLeR4100/ExtendableInspectorForCS/assets/9364958/7f0cc7e0-6a9a-4447-b73e-8fc9a0f8da6b)
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- 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:
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![image](https://github.com/ProFiLeR4100/ExtendableInspectorForCS/assets/11432672/65f90976-adeb-4607-9d58-46fa214c2f0f)
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![image](https://github.com/ProFiLeR4100/ExtendableInspectorForCS/assets/9364958/e6ff7696-ab1c-484c-ae1e-04b75da80f47)
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- 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:
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![image](https://github.com/ProFiLeR4100/ExtendableInspectorForCS/assets/11432672/2d4e62ef-7dcf-4cc5-b74c-c26bde55c70a)
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![image](https://github.com/ProFiLeR4100/ExtendableInspectorForCS/assets/9364958/d8457afd-5243-4da9-9834-b87c90f356bb)
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Here's the entire code in case you want to try it out:
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