[DOCS] EditorScript
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="EditorScript" inherits="Reference" category="Core" version="3.0.alpha.custom_build">
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<brief_description>
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Simple script to perform changes in the currently edited scene.
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Base script that can be used to add extension functions to the editor.
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</brief_description>
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<description>
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This script can be run from the Scene -> Run Script menu option.
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Scripts extending this class and implementing its [code]_run()[/code] method can be executed from the Script Editor's [code]File -> Run[/code] menu option (or by pressing [code]CTRL+Shift+X[/code]) while the editor is running. This is useful for adding custom in-editor functionality to Godot. For more complex additions, consider using [EditorPlugin]\ s instead. Note that extending scripts need to have [code]tool mode[/code] enabled.
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Example script:
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[codeblock]
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tool
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extends EditorScript
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func _run():
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print("Hello from the Godot Editor!")
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[/codeblock]
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Note that the script is run in the Editor context, which means the output is visible in the console window started with the Editor (STDOUT) instead of the usual Godot *Output* dock.
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</description>
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<tutorials>
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</tutorials>
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<return type="void">
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</return>
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<description>
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This method is executed by the Editor when [code]File -> Run[/code] is used.
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</description>
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</method>
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<method name="add_root_node">
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<return type="EditorInterface">
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</return>
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<description>
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Returns the [EditorInterface] singleton instance.
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</description>
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</method>
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<method name="get_scene">
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<return type="Node">
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</return>
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<description>
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Returns the Editor's currently active scene.
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</description>
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</method>
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</methods>
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