#if TOOLS using Godot; public partial class FlatModsInspector : EditorInspectorPlugin { public override bool _CanHandle(GodotObject @object) { return true; } public override bool _ParseProperty(GodotObject @object, Variant.Type type, string name, PropertyHint hintType, string hintString, PropertyUsageFlags usageFlags, bool wide) { if (hintString == "FloatModifiers") { AddPropertyEditor(name, new FloatModsProperty()); return true; } return false; } } #endif