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gdscript.snippets
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snippet class
class $1 extends ${2:Reference}
\t$3
snippet pr
print($1)
snippet ready
func _ready():
\t${1:pass}
snippet init
func _init():
\t${1:pass}
snippet process
func _process(delta):
\t${1:pass}
snippet input
func _input(event):
\t${1:pass}
snippet inpute
func _input_event(event):
\t${1:pass}
snippet draw
func _draw():
\t${1:pass}
snippet guii
func _gui_input(event):
\t${1:pass}
snippet for
for $1 in $2:
\t${3:pass}
snippet for
for $1 in range(${2:start}{$3:,end}):
\t${4:pass}
snippet if
if ${1:condition}:
\t${3:pass}
elif ${2:condition}:
\t${4:pass}
else:
\t${5:pass}
snippet if
if ${1:condition}:
\t${2:pass}
else:
\t${3:pass}
snippet if
if ${1:condition}:
\t${2:pass}
snippet while
while ${1:condition}:
\t${2:pass}
snippet func
func ${1:method}(${2:args}):
\t${3:pass}
snippet signal
signal ${1:signalname}(${2:args})
snippet export
export(${1:type}${2:,other_configs}) var ${3:name}${4: = default}${5: setget }
snippet var
var ${1:name}${2: = default}${3: setget }
snippet onready
onready var ${1:name} = get_node($2)
snippet is
${1:instance} is ${2:class}
snippet in
${1:element} in ${$2:array}
snippet gdscript
extends ${1:BaseClass}
# class member variables go here, for example:
# var a = 2
# var b = \textvar\
func _ready():
\t# Called every time the node is added to the scene.
\t# Initialization here
\tpass
# snippet pass ##### do we really need this?
# pass