base structure
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#if TOOLS
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using Godot;
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using GodotHostTest.addons.godot_di;
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namespace GodotHostTest.GodotDI;
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public partial class ScopeInspectorPlugin : EditorInspectorPlugin
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{
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public override bool _CanHandle(GodotObject @object)
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{
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var result = @object.GetScript().AsGodotObject() is CSharpScript script &&
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GodotScriptPathCache.TryGetTypeFromPath(script.ResourcePath, out var type) &&
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type.IsAssignableTo(typeof(ServiceSource));
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return result;
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}
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public override bool _ParseProperty(GodotObject @object, Variant.Type type, string name, PropertyHint hintType,
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string hintString,
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PropertyUsageFlags usageFlags, bool wide)
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{
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// We handle properties of type integer.
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if (name != "_serviceScope") return false;
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// Create an instance of the custom property editor and register
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// it to a specific property path.
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AddPropertyEditor(name, new ScopePickerEditor());
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// Inform the editor to remove the default property editor for
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// this property type.
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return true;
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}
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}
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#endif
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