extends EditorInspectorPlugin var move_editor = preload("pro_animation_sprite2d/pro_animation_move_editor.gd") var action_editor = preload("pro_animation_sprite2d/pro_animation_action_editor.gd") var stages_editor = preload("event_2d/stages_editor.gd") func _can_handle(object): return object is ProAnimatedSprite2D or object is Event2D or object is EventBinder func _parse_property(object, type, name, hint_type, hint_string, usage_flags, wide): # var properties: PackedStringArray = ["action_configs", "move_configs"] # add_property_editor_for_multiple_properties("配置", properties, action_editor.instantiate()) if name == "move_configs": add_property_editor(name, move_editor.new()) return true elif name == "action_configs": add_property_editor(name, action_editor.new()) return true elif name == "pre_event_stages" or name == "event_stages" or name == "updater_stages": add_property_editor(name, stages_editor.new(name)) return true return false