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Document using EditorScript in Running code in the editor
EditorScript is useful for one-off operations such as: - Use as a playground for GDScript or C# scripting without having to run a project. - Scale all light nodes in the currently edited scene. - Replace nodes that were copy-pasted with scene instances.
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@@ -33,8 +33,8 @@ use cases:
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:ref:`Node.queue_free<class_Node_method_queue_free>`, as it can cause
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crashes if you free a node while the editor runs logic involving it.
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How to use it
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-------------
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How to use ``@tool``
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--------------------
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To turn a script into a tool, add the ``@tool`` annotation at the top of your code.
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@@ -118,8 +118,8 @@ Here is how a ``_process()`` function might look for you:
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behavior from the super class. Therefore the extending script should also
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specify the ``@tool`` annotation.
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Try it out
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-----------
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Try ``@tool`` out
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-----------------
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Add a ``Sprite2D`` node to your scene and set the texture to Godot icon. Attach
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and open a script, and change it to this:
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@@ -286,6 +286,97 @@ By default, the warning only updates when closing and reopening the scene.
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# Returning an empty array means "no warning".
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return warnings
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Running one-off scripts using EditorScript
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------------------------------------------
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Sometimes, you need to run code just one time to automate a certain task that is
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not available in the editor out of the box. Some examples might be:
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- Use as a playground for GDScript or C# scripting without having to run a project.
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``print()`` output is displayed in the editor Output panel.
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- Scale all light nodes in the currently edited scene, as you noticed your level
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ends up looking too dark or too bright after placing lights where desired.
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- Replace nodes that were copy-pasted with scene instances to make them easier
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to modify later.
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This is available in Godot by extending :ref:`class_EditorScript` in a script.
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This provides a way to run individual scripts in the editor without having to
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create an editor plugin.
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To create an EditorScript, right-click a folder or empty space in the FileSystem
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dock then choose **New > Script...**. In the script creation dialog, click the
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tree icon to choose an object to extend from (or enter ``EditorScript`` directly
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in the field on the left, though note this is case-sensitive):
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.. figure:: img/running_code_in_the_editor_creating_editor_script.webp
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:align: center
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:alt: Creating an editor script in the script editor creation dialog
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Creating an editor script in the script editor creation dialog
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This will automatically select a script template that is suited for
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EditorScripts, with a ``_run()`` method already inserted:
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::
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@tool
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extends EditorScript
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# Called when the script is executed (using File -> Run in Script Editor).
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func _run():
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pass
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This ``_run()`` method is executed when you use **File > Run** or the keyboard
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shortcut :kbd:`Ctrl + Shift + X` while the EditorScript is the currently open
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script in the script editor. This keyboard shortcut is only effective when
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currently focused on the script editor.
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Scripts that extend EditorScript must be ``@tool`` scripts to function.
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.. warning::
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EditorScripts have no undo/redo functionality, so **make sure to save your
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scene before running one** if the script is designed to modify any data.
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To access nodes in the currently edited scene, use the
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:ref:`EditorScript.get_scene <class_EditorScript_method_get_scene>` method which
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returns the root Node of the currently edited scene. Here's an example that
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recursively gets all nodes in the currently edited scene and doubles the range
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of all OmniLight3D nodes:
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::
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@tool
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extends EditorScript
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func _run():
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for node in get_all_children(get_scene()):
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if node is OmniLight3D:
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# Don't operate on instanced subscene children, as changes are lost
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# when reloading the scene.
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# See the "Instancing scenes" section below for a description of `owner`.
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var is_instanced_subscene_child = node != get_scene() and node.owner != get_scene()
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if not is_instanced_subscene_child:
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node.omni_range *= 2.0
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# This function is recursive: it calls itself to get lower levels of child nodes as needed.
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# `children_acc` is the accumulator parameter that allows this function to work.
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# It should be left to its default value when you call this function directly.
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func get_all_children(in_node, children_acc = []):
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children_acc.push_back(in_node)
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for child in in_node.get_children():
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children_acc = get_all_children(child, children_acc)
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return children_acc
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.. tip::
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You can change the currently edited scene at the top of the editor even
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while the Script view is open. This will affect the return value of
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:ref:`EditorScript.get_scene <class_EditorScript_method_get_scene>`, so make
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sure you've selected the scene you intend to iterate upon before running
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the script.
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Instancing scenes
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-----------------
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@@ -308,7 +399,7 @@ If you are using ``@tool``:
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# The line below is required to make the node visible in the Scene tree dock
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# and persist changes made by the tool script to the saved scene file.
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node.set_owner(get_tree().edited_scene_root)
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node.owner = get_tree().edited_scene_root
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.. code-tab:: csharp
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@@ -335,7 +426,7 @@ If you are using :ref:`EditorScript<class_EditorScript>`:
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# The line below is required to make the node visible in the Scene tree dock
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# and persist changes made by the tool script to the saved scene file.
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node.set_owner(get_scene())
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node.owner = get_scene()
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.. code-tab:: csharp
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