godot/doc/classes/EditorScript.xml

66 lines
2.4 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="EditorScript" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Base script that can be used to add extension functions to the editor.
</brief_description>
<description>
Scripts extending this class and implementing its [method _run] method can be executed from the Script Editor's [b]File &gt; Run[/b] menu option (or by pressing [kbd]Ctrl + Shift + X[/kbd]) 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.
[b]Note:[/b] Extending scripts need to have [code]tool[/code] mode enabled.
[b]Example script:[/b]
[codeblocks]
[gdscript]
@tool
extends EditorScript
func _run():
print("Hello from the Godot Editor!")
[/gdscript]
[csharp]
using Godot;
using System;
[Tool]
public class HelloEditor : EditorScript
{
public override void _Run()
{
GD.Print("Hello from the Godot Editor!");
}
}
[/csharp]
[/codeblocks]
[b]Note:[/b] 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 [b]Output[/b] dock.
[b]Note:[/b] EditorScript is [RefCounted], meaning it is destroyed when nothing references it. This can cause errors during asynchronous operations if there are no references to the script.
</description>
<tutorials>
</tutorials>
<methods>
<method name="_run" qualifiers="virtual">
<return type="void" />
<description>
This method is executed by the Editor when [b]File &gt; Run[/b] is used.
</description>
</method>
<method name="add_root_node">
<return type="void" />
<param index="0" name="node" type="Node" />
<description>
Adds [param node] as a child of the root node in the editor context.
[b]Warning:[/b] The implementation of this method is currently disabled.
</description>
</method>
<method name="get_editor_interface">
<return type="EditorInterface" />
<description>
Returns the [EditorInterface] singleton instance.
</description>
</method>
<method name="get_scene">
<return type="Node" />
<description>
Returns the Editor's currently active scene.
</description>
</method>
</methods>
</class>