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class_visualscripteditor.rst 2.2 KB

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  1. :github_url: hide
  2. .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
  3. .. DO NOT EDIT THIS FILE, but the VisualScriptEditor.xml source instead.
  4. .. The source is found in doc/classes or modules/<name>/doc_classes.
  5. .. _class_VisualScriptEditor:
  6. VisualScriptEditor
  7. ==================
  8. **Inherits:** :ref:`Object<class_Object>`
  9. **Category:** Core
  10. Brief Description
  11. -----------------
  12. Methods
  13. -------
  14. +------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  15. | 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 **)** |
  16. +------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  17. | void | :ref:`remove_custom_node<class_VisualScriptEditor_method_remove_custom_node>` **(** :ref:`String<class_String>` name, :ref:`String<class_String>` category **)** |
  18. +------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  19. Signals
  20. -------
  21. .. _class_VisualScriptEditor_signal_custom_nodes_updated:
  22. - **custom_nodes_updated** **(** **)**
  23. Emitted when a custom Visual Script node is added or removed.
  24. Method Descriptions
  25. -------------------
  26. .. _class_VisualScriptEditor_method_add_custom_node:
  27. - void **add_custom_node** **(** :ref:`String<class_String>` name, :ref:`String<class_String>` category, :ref:`Script<class_Script>` script **)**
  28. Add a custom Visual Script node to the editor. It'll be placed under "Custom Nodes" with the ``category`` as the parameter.
  29. ----
  30. .. _class_VisualScriptEditor_method_remove_custom_node:
  31. - void **remove_custom_node** **(** :ref:`String<class_String>` name, :ref:`String<class_String>` category **)**
  32. Remove a custom Visual Script node from the editor. Custom nodes already placed on scripts won't be removed.