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Document new script template system for Godot 4.0
The script templates page wasn't updated after godotengine/godot#53957 The templates are now per node type and folder organization has changed. A few behaviours and configuration have also changed. Documenting based on current editor behaviour and source code HEAD. Fixes #5887
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@@ -8,8 +8,15 @@ Godot provides a way to use script templates as seen in the
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.. image:: img/script_create_dialog_templates.png
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A set of script templates is provided by default, but it's also possible
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to modify existing and create new ones, both per project and editor-wide.
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A set of built-in script templates are provided with the editor, but it is
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also possible to create new ones and set them by default, both per project
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and at editor scope.
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Templates are linked to a specific node type, so when you create a script
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you will only see the templates corresponding to that particular node, or
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one of its parent types.
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For example, if you are creating a script for a CharacterBody3D, you will
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only see templates defined for CharacterBody3Ds, Node3Ds or Nodes.
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Locating the templates
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----------------------
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@@ -41,13 +48,66 @@ the ``editor/script_templates_search_path`` setting in the
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If no ``script_templates`` directory is found within a project, it is simply
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ignored.
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Language support and overriding behavior
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----------------------------------------
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Template organization and naming
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Depending on whether a particular language implements a way to generate scripts
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out of templates, it's possible to create a template which can be recognized by
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that language according to template's file extension. For GDScript and C#, the
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extensions must be ``gd`` and ``cs`` respectively.
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Both editor and project defined templates are organized in the following way:
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::
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template_path/node_type/file.extension
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where:
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* ``template_path`` is one of the 2 locations discussed in the previous two sections
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* ``node_type`` is the node it will apply to (for example, :ref:`Node <class_Node>`, or :ref:`CharacterBody3D <class_CharacterBody3D>`)
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* ``file`` is the custom name you can chose for the template (for example: ``platformer_movement`` or ``smooth_camera``)
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* ``extension``: will indicate which language the template will apply to (it should be ``gd`` for GDScript or ``cs`` for C#)
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Default behaviour and overriding it
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-----------------------------------
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By default:
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* the template's name is the same as the file name (minus the extension, prettyfied)
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* the description is empty
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* the space indent is set to 4
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* the template will not be set as the default for the given node
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It is possible to customize this behaviour by adding meta headers at the start
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of your file, like this:
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.. tabs::
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.. code-tab:: gdscript GDScript
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# meta-name: Platformer movement
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# meta-description: Predefined movement for classical platformers
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# meta-default: true
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# meta-space-indent: 4
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.. code-tab:: csharp
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// meta-name: Platformer movement
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// meta-description: Predefined movement for classical platformers
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// meta-default: true
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// meta-space-indent: 4
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In this case, the name will be set to "Platformer movement", with the given custom description, and
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it will be set as the default template for the node in which directory it has been saved.
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This is an example of utilizing custom templates at editor and project level:
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.. image:: img/script_create_dialog_custom_templates.png
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.. note:: The script templates have the same extension as the regular script
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files. This may lead to an issue of a script parser treating those templates as
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@@ -56,61 +116,65 @@ extensions must be ``gd`` and ``cs`` respectively.
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visible throughout the project's filesystem anymore, yet the templates can be
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modified by an external text editor anytime.
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The built-in editor templates are automatically shadowed by the project-specific
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templates given both scripts have the same filename.
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It is possible to create editor-level templates that have the same level as a project-specific
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templates, and also that have the same name as a built-in one, all will be shown on the new script
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dialog.
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Default template
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----------------
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The ``Default`` template is always generated dynamically per language and cannot
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be configured nor overridden, but you can use these as the base for creating
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other templates.
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To override the default template, create a custom template at editor or project level inside a
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``Node`` directory (or a more specific type, if only a subtype wants to be overridden) and start
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the file with the ``meta-default: true`` header.
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Only one template can be set as default at the same time for the same node type.
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The ``Default`` templates for basic Nodes, for both GDScript and C#, are shown here so you can
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use these as the base for creating other templates:
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.. tabs::
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.. code-tab:: gdscript GDScript
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extends %BASE%
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# meta-description: Base template for Node with default Godot cycle methods
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extends _BASE_
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# Declare member variables here. Examples:
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# var a%INT_TYPE% = 2
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# var b%STRING_TYPE% = "text"
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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pass # Replace with function body.
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# Called when the node enters the scene tree for the first time.
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func _ready()%VOID_RETURN%:
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta%FLOAT_TYPE%)%VOID_RETURN%:
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# pass
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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.. code-tab:: csharp
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using Godot;
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using System;
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// meta-description: Base template for Node with default Godot cycle methods
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public class %CLASS% : %BASE%
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{
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// Declare member variables here. Examples:
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// private int a = 2;
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// private string b = "text";
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using _BINDINGS_NAMESPACE_;
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using System;
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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{
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public partial class _CLASS_ : _BASE_
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{
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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{
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}
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}
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// Called every frame. 'delta' is the elapsed time since the previous frame.
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public override void _Process(float delta)
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{
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}
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}
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// // Called every frame. 'delta' is the elapsed time since the previous frame.
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// public override void _Process(float delta)
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// {
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//
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// }
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}
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The Godot editor provides a set of useful built-in node-specific templates, such as
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``basic_movement`` for both :ref:`CharacterBody2D <class_CharacterBody2D>` and
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:ref:`CharacterBody3D <class_CharacterBody3D>` and ``plugin`` for
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:ref:`EditorPlugin <class_EditorPlugin>`.
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List of template placeholders
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-----------------------------
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@@ -121,36 +185,37 @@ which are currently implemented.
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Base placeholders
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~~~~~~~~~~~~~~~~~
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+-------------+----------------------------------------------------------------+
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| Placeholder | Description |
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+=============+================================================================+
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| ``%CLASS%`` | The name of the new class (used in C# only). |
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+-------------+----------------------------------------------------------------+
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| ``%BASE%`` | The base type a new script inherits from. |
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+-------------+----------------------------------------------------------------+
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| ``%TS%`` | Indentation placeholder. The exact type and number of |
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| | whitespace characters used for indentation is determined by |
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| | the ``text_editor/indent/type`` and ``text_editor/indent/size``|
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| | settings in the :ref:`EditorSettings <class_EditorSettings>` |
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| | respectively. |
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+-------------+----------------------------------------------------------------+
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+-------------+-----------------------------------------------------------------+
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| Placeholder | Description |
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+=============+=================================================================+
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| ``_CLASS_`` | The name of the new class (used in C# only). |
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+-------------+-----------------------------------------------------------------+
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| ``_BASE_`` | The base type a new script inherits from. |
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+-------------+-----------------------------------------------------------------+
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| ``_TS_`` | Indentation placeholder. The exact type and number of |
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| | whitespace characters used for indentation is determined by |
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| | the ``text_editor/indent/type`` and ``text_editor/indent/size`` |
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| | settings in the :ref:`EditorSettings <class_EditorSettings>` |
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| | respectively. Can be overridden by the ``meta-space-indent`` |
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| | header on the template. |
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+-------------+-----------------------------------------------------------------+
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Type placeholders
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~~~~~~~~~~~~~~~~~
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These are only relevant for GDScript with static typing. Whether these
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placeholders are actually replaced is determined by the
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``text_editor/completion/add_type_hints`` setting in the
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:ref:`EditorSettings <class_EditorSettings>`.
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There used to be, in Godot 3.x, placeholders for GDScript type hints that
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would get replaced whenever a template was used to create a new script, such as:
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``%INT_TYPE%``, ``%STRING_TYPE%``, ``%FLOAT_TYPE%`` or ``%VOID_RETURN%``.
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+-------------------+--------------+
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| Placeholder | Value |
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+===================+==============+
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| ``%INT_TYPE%`` | ``: int`` |
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+-------------------+--------------+
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| ``%STRING_TYPE%`` | ``: String`` |
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+-------------------+--------------+
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| ``%FLOAT_TYPE%`` | ``: float`` |
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+-------------------+--------------+
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| ``%VOID_RETURN%`` | ``-> void`` |
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+-------------------+--------------+
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The placeholders no longer work for Godot 4.x, but if the setting
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``text_editor/completion/add_type_hints`` from
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:ref:`EditorSettings <class_EditorSettings>` is disabled, type hints
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for parameters and return types will be automatically removed for a few
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base types:
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* ``int``
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* ``String``
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* ``Array[String]``
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* ``float``
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* ``void``
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* ``:=`` will be transformed into ``=``
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