- _editRequestChange
void _editRequestChange(GodotObject arg0, String arg1)
- _featureProfileChanged
void _featureProfileChanged()
- _filterChanged
void _filterChanged(String arg0)
- _multiplePropertiesChanged
void _multiplePropertiesChanged(PoolStringArray arg0, Array arg1)
- _nodeRemoved
void _nodeRemoved(Node arg0)
- _objectIdSelected
void _objectIdSelected(String arg0, long arg1)
- _propertyChanged
void _propertyChanged(String arg0, VariantArg1 arg1, String arg2, bool arg3)
- _propertyChangedUpdateAll
void _propertyChangedUpdateAll(String arg0, VariantArg1 arg1, String arg2, bool arg3)
- _propertyChecked
void _propertyChecked(String arg0, bool arg1)
- _propertyKeyed
void _propertyKeyed(String arg0, bool arg1)
- _propertyKeyedWithValue
void _propertyKeyedWithValue(String arg0, VariantArg1 arg1, bool arg2)
- _propertySelected
void _propertySelected(String arg0, long arg1)
- _resourceSelected
void _resourceSelected(String arg0, Resource arg1)
- _vscrollChanged
void _vscrollChanged(double arg0)
- opAssign
typeof(null) opAssign(typeof(null) n)
- opEquals
bool opEquals(EditorInspector other)
- opEquals
bool opEquals(typeof(null) n)
- refresh
void refresh()
Refreshes the inspector.
Note: To save on CPU resources, calling this method will do nothing if the time specified in docks/property_editor/auto_refresh_interval editor setting hasn't passed yet since this method was last called. (By default, this interval is set to 0.3 seconds.)
- toHash
size_t toHash()
A tab used to edit properties of the selected node.
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. Note: This class shouldn't be instantiated directly. Instead, access the singleton using EditorInterface.getInspector.