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78 lines
3.3 KiB
ReStructuredText
78 lines
3.3 KiB
ReStructuredText
.. Generated automatically by doc/tools/makerst.py in Godot's source tree.
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.. DO NOT EDIT THIS FILE, but the EditorScript.xml source instead.
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.. The source is found in doc/classes or modules/<name>/doc_classes.
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.. _class_EditorScript:
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EditorScript
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============
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**Inherits:** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
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**Category:** Core
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Brief Description
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-----------------
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Base script that can be used to add extension functions to the editor.
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Methods
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-------
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+------------------------------------------------+-------------------------------------------------------------------------------------------------+
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| void | :ref:`_run<class_EditorScript__run>` **(** **)** virtual |
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+------------------------------------------------+-------------------------------------------------------------------------------------------------+
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| void | :ref:`add_root_node<class_EditorScript_add_root_node>` **(** :ref:`Node<class_Node>` node **)** |
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+------------------------------------------------+-------------------------------------------------------------------------------------------------+
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| :ref:`EditorInterface<class_EditorInterface>` | :ref:`get_editor_interface<class_EditorScript_get_editor_interface>` **(** **)** |
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+------------------------------------------------+-------------------------------------------------------------------------------------------------+
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| :ref:`Node<class_Node>` | :ref:`get_scene<class_EditorScript_get_scene>` **(** **)** |
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+------------------------------------------------+-------------------------------------------------------------------------------------------------+
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Description
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-----------
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Scripts extending this class and implementing its ``_run()`` method can be executed from the Script Editor's ``File -> Run`` menu option (or by pressing ``CTRL+Shift+X``) while the editor is running. This is useful for adding custom in-editor functionality to Godot. For more complex additions, consider using :ref:`EditorPlugin<class_EditorPlugin>`\ s instead. Note that extending scripts need to have ``tool mode`` enabled.
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Example script:
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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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print("Hello from the Godot Editor!")
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Note that the script is run in the Editor context, which means the output is visible in the console window started with the Editor (STDOUT) instead of the usual Godot *Output* dock.
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Method Descriptions
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-------------------
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.. _class_EditorScript__run:
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- void **_run** **(** **)** virtual
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This method is executed by the Editor when ``File -> Run`` is used.
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.. _class_EditorScript_add_root_node:
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- void **add_root_node** **(** :ref:`Node<class_Node>` node **)**
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Adds ``node`` as a child of the root node in the editor context.
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WARNING: The implementation of this method is currently disabled.
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.. _class_EditorScript_get_editor_interface:
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- :ref:`EditorInterface<class_EditorInterface>` **get_editor_interface** **(** **)**
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Returns the :ref:`EditorInterface<class_EditorInterface>` singleton instance.
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.. _class_EditorScript_get_scene:
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- :ref:`Node<class_Node>` **get_scene** **(** **)**
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Returns the Editor's currently active scene.
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