<?xml version="1.0" encoding="UTF-8" ?> <class name="RichTextEffect" inherits="Resource" version="4.1"> <brief_description> A custom effect for use with [RichTextLabel]. </brief_description> <description> A custom effect for use with [RichTextLabel]. [b]Note:[/b] For a [RichTextEffect] to be usable, a BBCode tag must be defined as a member variable called [code]bbcode[/code] in the script. [codeblock] # The RichTextEffect will be usable like this: `[example]Some text[/example]` var bbcode = "example" [/codeblock] [b]Note:[/b] As soon as a [RichTextLabel] contains at least one [RichTextEffect], it will continuously process the effect unless the project is paused. This may impact battery life negatively. </description> <tutorials> <link>$DOCS_URL/tutorials/ui/bbcode_in_richtextlabel.html</link> <link>https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link> </tutorials> <methods> <method name="_process_custom_fx" qualifiers="virtual"> <return type="bool" /> <argument index="0" name="char_fx" type="CharFXTransform" /> <description> Override this method to modify properties in [code]char_fx[/code]. The method must return [code]true[/code] if the character could be transformed successfully. If the method returns [code]false[/code], it will skip transformation to avoid displaying broken text. </description> </method> </methods> <constants> </constants> </class>