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- :github_url: hide
- .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
- .. DO NOT EDIT THIS FILE, but the EditorScript.xml source instead.
- .. The source is found in doc/classes or modules/<name>/doc_classes.
- .. _class_EditorScript:
- EditorScript
- ============
- **Inherits:** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
- **Category:** Core
- Brief Description
- -----------------
- Base script that can be used to add extension functions to the editor.
- Methods
- -------
- +-----------------------------------------------+--------------------------------------------------------------------------------------------------------+
- | void | :ref:`_run<class_EditorScript_method__run>` **(** **)** virtual |
- +-----------------------------------------------+--------------------------------------------------------------------------------------------------------+
- | void | :ref:`add_root_node<class_EditorScript_method_add_root_node>` **(** :ref:`Node<class_Node>` node **)** |
- +-----------------------------------------------+--------------------------------------------------------------------------------------------------------+
- | :ref:`EditorInterface<class_EditorInterface>` | :ref:`get_editor_interface<class_EditorScript_method_get_editor_interface>` **(** **)** |
- +-----------------------------------------------+--------------------------------------------------------------------------------------------------------+
- | :ref:`Node<class_Node>` | :ref:`get_scene<class_EditorScript_method_get_scene>` **(** **)** |
- +-----------------------------------------------+--------------------------------------------------------------------------------------------------------+
- Description
- -----------
- Scripts extending this class and implementing its :ref:`_run<class_EditorScript_method__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:** Extending scripts need to have ``tool`` mode enabled.
- **Example script:**
- ::
- tool
- extends EditorScript
-
- func _run():
- print("Hello from the Godot Editor!")
- **Note:** 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.
- Method Descriptions
- -------------------
- .. _class_EditorScript_method__run:
- - void **_run** **(** **)** virtual
- This method is executed by the Editor when **File > Run** is used.
- ----
- .. _class_EditorScript_method_add_root_node:
- - void **add_root_node** **(** :ref:`Node<class_Node>` node **)**
- Adds ``node`` as a child of the root node in the editor context.
- **Warning:** The implementation of this method is currently disabled.
- ----
- .. _class_EditorScript_method_get_editor_interface:
- - :ref:`EditorInterface<class_EditorInterface>` **get_editor_interface** **(** **)**
- Returns the :ref:`EditorInterface<class_EditorInterface>` singleton instance.
- ----
- .. _class_EditorScript_method_get_scene:
- - :ref:`Node<class_Node>` **get_scene** **(** **)**
- Returns the Editor's currently active scene.
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