Replicated the weapon flying tick setup using resources
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This commit is contained in:
2026-04-07 16:32:26 +02:00
parent cc7cb90041
commit 1d856fd937
145 changed files with 12943 additions and 109 deletions

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@@ -13,27 +13,22 @@ public partial class CueHandlerInspectorPlugin : EditorInspectorPlugin
public override bool _CanHandle(GodotObject @object)
{
// Find out if its an implementation of CueHandler without having to add [Tool] attribute to them.
try
if (@object?.GetScript().As<CSharpScript>() is CSharpScript script)
{
if (@object.GetScript().As<CSharpScript>() is not { }) return false;
}
catch (Exception e)
{
return false;
StringName className = script.GetGlobalName();
Type baseType = typeof(ForgeCueHandler);
System.Reflection.Assembly assembly = baseType.Assembly;
Type? implementationType =
Array.Find(assembly.GetTypes(), x =>
x.Name == className &&
baseType.IsAssignableFrom(x));
return implementationType is not null;
}
var script = @object.GetScript().As<CSharpScript>();
StringName className = script.GetGlobalName();
Type baseType = typeof(ForgeCueHandler);
System.Reflection.Assembly assembly = baseType.Assembly;
Type? implementationType =
Array.Find(assembly.GetTypes(), x =>
x.Name == className &&
baseType.IsAssignableFrom(x));
return implementationType is not null;
return false;
}
public override bool _ParseProperty(