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godot-docs/classes/class_editorscenepostimport.rst

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.. Generated automatically by doc/tools/make_rst.py in Godot's source tree.
.. DO NOT EDIT THIS FILE, but the EditorScenePostImport.xml source instead.
.. The source is found in doc/classes or modules/<name>/doc_classes.
.. _class_EditorScenePostImport:
EditorScenePostImport
=====================
**Inherits:** :ref:`RefCounted<class_RefCounted>` **<** :ref:`Object<class_Object>`
Post-processes scenes after import.
Description
-----------
Imported scenes can be automatically modified right after import by setting their **Custom Script** Import property to a ``tool`` script that inherits from this class.
The :ref:`_post_import<class_EditorScenePostImport_method__post_import>` callback receives the imported scene's root node and returns the modified version of the scene. Usage example:
.. tabs::
.. code-tab:: gdscript
tool # Needed so it runs in editor.
extends EditorScenePostImport
# This sample changes all node names.
# Called right after the scene is imported and gets the root node.
func _post_import(scene):
# Change all node names to "modified_[oldnodename]"
iterate(scene)
return scene # Remember to return the imported scene
func iterate(node):
if node != null:
node.name = "modified_" + node.name
for child in node.get_children():
iterate(child)
.. code-tab:: csharp
using Godot;
// This sample changes all node names.
// Called right after the scene is imported and gets the root node.
[Tool]
public class NodeRenamer : EditorScenePostImport
{
public override Object PostImport(Object scene)
{
// Change all node names to "modified_[oldnodename]"
Iterate(scene as Node);
return scene; // Remember to return the imported scene
}
public void Iterate(Node node)
{
if (node != null)
{
node.Name = "modified_" + node.Name;
foreach (Node child in node.GetChildren())
{
Iterate(child);
}
}
}
}
Tutorials
---------
- `Importing 3D scenes: Custom script <../tutorials/assets_pipeline/importing_scenes.html#custom-script>`__
Methods
-------
+-----------------------------+--------------------------------------------------------------------------------------------------------------------------+
| :ref:`Object<class_Object>` | :ref:`_post_import<class_EditorScenePostImport_method__post_import>` **(** :ref:`Node<class_Node>` scene **)** |virtual| |
+-----------------------------+--------------------------------------------------------------------------------------------------------------------------+
| :ref:`String<class_String>` | :ref:`get_source_file<class_EditorScenePostImport_method_get_source_file>` **(** **)** |const| |
+-----------------------------+--------------------------------------------------------------------------------------------------------------------------+
Method Descriptions
-------------------
.. _class_EditorScenePostImport_method__post_import:
- :ref:`Object<class_Object>` **_post_import** **(** :ref:`Node<class_Node>` scene **)** |virtual|
Called after the scene was imported. This method must return the modified version of the scene.
----
.. _class_EditorScenePostImport_method_get_source_file:
- :ref:`String<class_String>` **get_source_file** **(** **)** |const|
Returns the source file path which got imported (e.g. ``res://scene.dae``).
.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
.. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)`
.. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`
.. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`