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godot-docs/classes/class_visualscriptcustomnodes.rst
2021-11-15 12:28:38 +01:00

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.. Generated automatically by doc/tools/make_rst.py in Godot's source tree.
.. DO NOT EDIT THIS FILE, but the VisualScriptCustomNodes.xml source instead.
.. The source is found in doc/classes or modules/<name>/doc_classes.
.. _class_VisualScriptCustomNodes:
VisualScriptCustomNodes
=======================
**Inherits:** :ref:`Object<class_Object>`
Manages custom nodes for the Visual Script editor.
Description
-----------
This singleton can be used to manage (i.e., add or remove) custom nodes for the Visual Script editor.
Methods
-------
+------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`add_custom_node<class_VisualScriptCustomNodes_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_VisualScriptCustomNodes_method_remove_custom_node>` **(** :ref:`String<class_String>` name, :ref:`String<class_String>` category **)** |
+------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
Signals
-------
.. _class_VisualScriptCustomNodes_signal_custom_nodes_updated:
- **custom_nodes_updated** **(** **)**
Emitted when a custom Visual Script node is added or removed.
Method Descriptions
-------------------
.. _class_VisualScriptCustomNodes_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_VisualScriptCustomNodes_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.
.. |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.)`