godot/doc/classes/EditorScenePostImport.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="EditorScenePostImport" inherits="Reference" version="3.5">
<brief_description>
Post-processes scenes after import.
</brief_description>
<description>
Imported scenes can be automatically modified right after import by setting their [b]Custom Script[/b] Import property to a [code]tool[/code] script that inherits from this class.
The [method post_import] callback receives the imported scene's root node and returns the modified version of the scene. Usage example:
[codeblock]
tool # Needed so it runs in editor
extends EditorScenePostImport
# This sample changes all node names
# Called right after the scene is imported and gets the root node
func post_import(scene):
# Change all node names to "modified_[oldnodename]"
iterate(scene)
return scene # Remember to return the imported scene
func iterate(node):
if node != null:
node.name = "modified_" + node.name
for child in node.get_children():
iterate(child)
[/codeblock]
</description>
<tutorials>
<link>$DOCS_URL/getting_started/workflow/assets/importing_scenes.html#custom-script</link>
</tutorials>
<methods>
<method name="get_source_file" qualifiers="const">
<return type="String" />
<description>
Returns the source file path which got imported (e.g. [code]res://scene.dae[/code]).
</description>
</method>
<method name="get_source_folder" qualifiers="const">
<return type="String" />
<description>
Returns the resource folder the imported scene file is located in.
</description>
</method>
<method name="post_import" qualifiers="virtual">
<return type="Object" />
<argument index="0" name="scene" type="Object" />
<description>
Called after the scene was imported. This method must return the modified version of the scene.
</description>
</method>
</methods>
<constants>
</constants>
</class>