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godot-docs/classes/class_visualscripteditor.rst
2020-01-21 09:28:25 +01:00

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.. Generated automatically by doc/tools/makerst.py in Godot's source tree.
.. DO NOT EDIT THIS FILE, but the VisualScriptEditor.xml source instead.
.. The source is found in doc/classes or modules/<name>/doc_classes.
.. _class_VisualScriptEditor:
VisualScriptEditor
==================
**Inherits:** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Methods
-------
+------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`add_custom_node<class_VisualScriptEditor_method_add_custom_node>` **(** :ref:`String<class_String>` name, :ref:`String<class_String>` category, :ref:`Script<class_Script>` script **)** |
+------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`remove_custom_node<class_VisualScriptEditor_method_remove_custom_node>` **(** :ref:`String<class_String>` name, :ref:`String<class_String>` category **)** |
+------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
Signals
-------
.. _class_VisualScriptEditor_signal_custom_nodes_updated:
- **custom_nodes_updated** **(** **)**
Emitted when a custom Visual Script node is added or removed.
Method Descriptions
-------------------
.. _class_VisualScriptEditor_method_add_custom_node:
- void **add_custom_node** **(** :ref:`String<class_String>` name, :ref:`String<class_String>` category, :ref:`Script<class_Script>` script **)**
Add a custom Visual Script node to the editor. It'll be placed under "Custom Nodes" with the ``category`` as the parameter.
----
.. _class_VisualScriptEditor_method_remove_custom_node:
- void **remove_custom_node** **(** :ref:`String<class_String>` name, :ref:`String<class_String>` category **)**
Remove a custom Visual Script node from the editor. Custom nodes already placed on scripts won't be removed.