All debugger plugin scripts must extend [EditorDebuggerPlugin]. It provides functions related to editor side of debugger.
You don't need to instantiate this class. That is handled by the debugger itself. [Control] nodes can be added as child nodes to provide a GUI front-end for the plugin.
Do not queue_free/reparent it's instance otherwise the instance becomes unusable.
</description>
<tutorials>
</tutorials>
<methods>
<methodname="has_capture">
<returntype="bool">
</return>
<argumentindex="0"name="name"type="StringName">
</argument>
<description>
Returns [code]true[/code] if a message capture with given name is present otherwise [code]false[/code].
</description>
</method>
<methodname="is_breaked">
<returntype="bool">
</return>
<description>
Returns [code]true[/code] if the game is in break state otherwise [code]false[/code].
</description>
</method>
<methodname="is_debuggable">
<returntype="bool">
</return>
<description>
Returns [code]true[/code] if the game can be debugged otherwise [code]false[/code].
Registers a message capture with given [code]name[/code]. If [code]name[/code] is "my_message" then messages starting with "my_message:" will be called with the given callable.
Callable must accept a message string and a data array as argument. If the message and data are valid then callable must return [code]true[/code] otherwise [code]false[/code].
</description>
</method>
<methodname="send_message">
<returntype="void">
</return>
<argumentindex="0"name="message"type="String">
</argument>
<argumentindex="1"name="data"type="Array">
</argument>
<description>
Sends a message with given [code]message[/code] and [code]data[/code] array.