3682978aee
* New syntax is type safe. * New syntax allows for type safe virtuals in native extensions. * New syntax permits extremely fast calling. Note: Everything was replaced where possible except for `_gui_input` `_input` and `_unhandled_input`. These will require API rework on a separate PR as they work different than the rest of the functions. Added a new method flag METHOD_FLAG_OBJECT_CORE, used internally. Allows to not dump the core virtuals like `_notification` to the json API, since each language will implement those as it is best fits.
75 lines
2.5 KiB
XML
75 lines
2.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="EditorScenePostImport" inherits="RefCounted" version="4.0">
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<brief_description>
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Post-processes scenes after import.
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</brief_description>
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<description>
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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.
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The [method _post_import] callback receives the imported scene's root node and returns the modified version of the scene. Usage example:
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[codeblocks]
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[gdscript]
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tool # Needed so it runs in editor.
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extends EditorScenePostImport
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# This sample changes all node names.
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# Called right after the scene is imported and gets the root node.
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func _post_import(scene):
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# Change all node names to "modified_[oldnodename]"
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iterate(scene)
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return scene # Remember to return the imported scene
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func iterate(node):
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if node != null:
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node.name = "modified_" + node.name
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for child in node.get_children():
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iterate(child)
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[/gdscript]
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[csharp]
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using Godot;
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// This sample changes all node names.
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// Called right after the scene is imported and gets the root node.
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[Tool]
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public class NodeRenamer : EditorScenePostImport
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{
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public override Object PostImport(Object scene)
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{
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// Change all node names to "modified_[oldnodename]"
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Iterate(scene as Node);
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return scene; // Remember to return the imported scene
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}
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public void Iterate(Node node)
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{
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if (node != null)
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{
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node.Name = "modified_" + node.Name;
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foreach (Node child in node.GetChildren())
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{
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Iterate(child);
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}
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}
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}
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}
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[/csharp]
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[/codeblocks]
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</description>
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<tutorials>
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<link title="Importing 3D scenes: Custom script">https://docs.godotengine.org/en/latest/getting_started/workflow/assets/importing_scenes.html#custom-script</link>
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</tutorials>
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<methods>
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<method name="_post_import" qualifiers="virtual">
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<return type="Object" />
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<argument index="0" name="scene" type="Node" />
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<description>
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Called after the scene was imported. This method must return the modified version of the scene.
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</description>
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</method>
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<method name="get_source_file" qualifiers="const">
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<return type="String" />
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<description>
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Returns the source file path which got imported (e.g. [code]res://scene.dae[/code]).
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</description>
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</method>
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</methods>
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<constants>
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</constants>
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</class>
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