A base class to implement debugger plugins. [EditorDebuggerPlugin] provides functions related to the editor side of the debugger. You don't need to instantiate this class; that is automatically handled by the debugger. [Control] nodes can be added as child nodes to provide a GUI for the plugin. Do not free or reparent this node, otherwise it becomes unusable. To use [EditorDebuggerPlugin], register it using the [method EditorPlugin.add_debugger_plugin] method first. Returns [code]true[/code] if a message capture with given name is present otherwise [code]false[/code]. Returns [code]true[/code] if the game is in break state otherwise [code]false[/code]. Returns [code]true[/code] if the game can be debugged otherwise [code]false[/code]. Returns [code]true[/code] if there is an instance of the game running with the attached debugger 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]. Sends a message with given [code]message[/code] and [code]data[/code] array. Unregisters the message capture with given name. Emitted when the game enters a break state. Emitted when the game exists a break state. Emitted when the debugging starts. Emitted when the debugging stops.