running_code_in_the_editor.rst 10 KB

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  1. .. _doc_running_code_in_the_editor:
  2. Running code in the editor
  3. ==========================
  4. What is ``@tool``?
  5. ------------------
  6. ``@tool`` is a powerful line of code that, when added at the top of your script,
  7. makes it execute in the editor. You can also decide which parts of the script
  8. execute in the editor, which in game, and which in both.
  9. You can use it for doing many things, but it is mostly useful in level design
  10. for visually presenting things that are hard to predict ourselves. Here are some
  11. use cases:
  12. - If you have a cannon that shoots cannonballs affected by physics (gravity),
  13. you can draw the cannonball's trajectory in the editor, making level design a
  14. lot easier.
  15. - If you have jumppads with varying jump heights, you can draw the maximum jump
  16. height a player would reach if it jumped on one, also making level design
  17. easier.
  18. - If your player doesn't use a sprite, but draws itself using code, you can make
  19. that drawing code execute in the editor to see your player.
  20. .. DANGER::
  21. ``@tool`` scripts run inside the editor, and let you access the scene tree
  22. of the currently edited scene. This is a powerful feature which also comes
  23. with caveats, as the editor does not include protections for potential
  24. misuse of ``@tool`` scripts.
  25. Be **extremely** cautious when manipulating the scene tree, especially via
  26. :ref:`Node.queue_free<class_Node_method_queue_free>`, as it can cause
  27. crashes if you free a node while the editor runs logic involving it.
  28. How to use it
  29. -------------
  30. To turn a script into a tool, add the ``@tool`` annotation at the top of your code.
  31. To check if you are currently in the editor, use: ``Engine.is_editor_hint()``.
  32. For example, if you want to execute some code only in the editor, use:
  33. .. tabs::
  34. .. code-tab:: gdscript GDScript
  35. if Engine.is_editor_hint():
  36. # Code to execute when in editor.
  37. .. code-tab:: csharp
  38. if (Engine.IsEditorHint())
  39. {
  40. // Code to execute when in editor.
  41. }
  42. On the other hand, if you want to execute code only in game, simply negate the
  43. same statement:
  44. .. tabs::
  45. .. code-tab:: gdscript GDScript
  46. if not Engine.is_editor_hint():
  47. # Code to execute when in game.
  48. .. code-tab:: csharp
  49. if (!Engine.IsEditorHint())
  50. {
  51. // Code to execute when in game.
  52. }
  53. Pieces of code that do not have either of the 2 conditions above will run both
  54. in-editor and in-game.
  55. Here is how a ``_process()`` function might look for you:
  56. .. tabs::
  57. .. code-tab:: gdscript GDScript
  58. func _process(delta):
  59. if Engine.is_editor_hint():
  60. # Code to execute in editor.
  61. if not Engine.is_editor_hint():
  62. # Code to execute in game.
  63. # Code to execute both in editor and in game.
  64. .. code-tab:: csharp
  65. public override void _Process(double delta)
  66. {
  67. if (Engine.IsEditorHint())
  68. {
  69. // Code to execute in editor.
  70. }
  71. if (!Engine.IsEditorHint())
  72. {
  73. // Code to execute in game.
  74. }
  75. // Code to execute both in editor and in game.
  76. }
  77. .. note::
  78. Modifications in the editor are permanent. For example, in the following
  79. case, when we remove the script, the node will keep its rotation. Be careful
  80. to avoid making unwanted modifications.
  81. .. note::
  82. Extending a ``@tool`` script does not automatically make the extending script
  83. a ``@tool``. Omitting ``@tool`` from the extending script will disable tool
  84. behavior from the super class. Therefore the extending script should also
  85. specify the ``@tool`` annotation.
  86. Try it out
  87. -----------
  88. Add a ``Sprite2D`` node to your scene and set the texture to Godot icon. Attach
  89. and open a script, and change it to this:
  90. .. tabs::
  91. .. code-tab:: gdscript GDScript
  92. @tool
  93. extends Sprite2D
  94. func _process(delta):
  95. rotation += PI * delta
  96. .. code-tab:: csharp
  97. using Godot;
  98. [Tool]
  99. public partial class MySprite : Sprite2D
  100. {
  101. public override void _Process(double delta)
  102. {
  103. Rotation += Mathf.Pi * (float)delta;
  104. }
  105. }
  106. Save the script and return to the editor. You should now see your object rotate.
  107. If you run the game, it will also rotate.
  108. .. image:: img/rotating_in_editor.gif
  109. .. note::
  110. If you don't see the changes, reload the scene (close it and open it again).
  111. Now let's choose which code runs when. Modify your ``_process()`` function to
  112. look like this:
  113. .. tabs::
  114. .. code-tab:: gdscript GDScript
  115. func _process(delta):
  116. if Engine.is_editor_hint():
  117. rotation += PI * delta
  118. else:
  119. rotation -= PI * delta
  120. .. code-tab:: csharp
  121. public override void _Process(double delta)
  122. {
  123. if (Engine.IsEditorHint())
  124. {
  125. Rotation += Mathf.Pi * (float)delta;
  126. }
  127. else
  128. {
  129. Rotation -= Mathf.Pi * (float)delta;
  130. }
  131. }
  132. Save the script. Now the object will spin clockwise in the editor, but if you
  133. run the game, it will spin counter-clockwise.
  134. Editing variables
  135. -----------------
  136. Add and export a variable speed to the script. To update the speed and also reset the rotation
  137. angle add a setter ``set(new_speed)`` which is executed with the input from the inspector. Modify
  138. ``_process()`` to include the rotation speed.
  139. .. tabs::
  140. .. code-tab:: gdscript GDScript
  141. @tool
  142. extends Sprite2D
  143. @export var speed = 1:
  144. # Update speed and reset the rotation.
  145. set(new_speed):
  146. speed = new_speed
  147. rotation = 0
  148. func _process(delta):
  149. rotation += PI * delta * speed
  150. .. code-tab:: csharp
  151. using Godot;
  152. [Tool]
  153. public partial class MySprite : Sprite2D
  154. {
  155. private float _speed = 1;
  156. [Export]
  157. public float Speed
  158. {
  159. get => _speed;
  160. set
  161. {
  162. // Update speed and reset the rotation.
  163. _speed = value;
  164. Rotation = 0;
  165. }
  166. }
  167. public override void _Process(double delta)
  168. {
  169. Rotation += Mathf.Pi * (float)delta * speed;
  170. }
  171. }
  172. .. note::
  173. Code from other nodes doesn't run in the editor. Your access to other nodes
  174. is limited. You can access the tree and nodes, and their default properties,
  175. but you can't access user variables. If you want to do so, other nodes have
  176. to run in the editor too. Autoload nodes cannot be accessed in the editor at
  177. all.
  178. Reporting node configuration warnings
  179. -------------------------------------
  180. Godot uses a *node configuration warning* system to warn users about incorrectly
  181. configured nodes. When a node isn't configured correctly, a yellow warning sign
  182. appears next to the node's name in the Scene dock. When you hover or click on
  183. the icon, a warning message pops up. You can use this feature in your scripts to
  184. help you and your team avoid mistakes when setting up scenes.
  185. When using node configuration warnings, when any value that should affect or
  186. remove the warning changes, you need to call
  187. :ref:`update_configuration_warnings<class_Node_method_update_configuration_warnings>` .
  188. By default, the warning only updates when closing and reopening the scene.
  189. .. tabs::
  190. .. code-tab:: gdscript GDScript
  191. # Use setters to update the configuration warning automatically.
  192. @export var title = "":
  193. set(p_title):
  194. if p_title != title:
  195. title = p_title
  196. update_configuration_warnings()
  197. @export var description = "":
  198. set(p_description):
  199. if p_description != description:
  200. description = p_description
  201. update_configuration_warnings()
  202. func _get_configuration_warnings():
  203. var warnings = []
  204. if title == "":
  205. warnings.append("Please set `title` to a non-empty value.")
  206. if description.length() >= 100:
  207. warnings.append("`description` should be less than 100 characters long.")
  208. # Returning an empty array means "no warning".
  209. return warnings
  210. Instancing scenes
  211. -----------------
  212. You can instantiate packed scenes normally and add them to the scene currently
  213. opened in the editor. By default, nodes or scenes added with
  214. :ref:`Node.add_child(node) <class_Node_method_add_child>` are **not** visible
  215. in the Scene tree dock and are **not** persisted to disk. If you wish the node
  216. or scene to be visible in the scene tree dock and persisted to disk when saving
  217. the scene, you need to set the child node's :ref:`owner <class_Node_property_owner>`
  218. property to the currently edited scene root.
  219. If you are using ``@tool``:
  220. .. tabs::
  221. .. code-tab:: gdscript GDScript
  222. func _ready():
  223. var node = Node3D.new()
  224. add_child(node) # Parent could be any node in the scene
  225. # The line below is required to make the node visible in the Scene tree dock
  226. # and persist changes made by the tool script to the saved scene file.
  227. node.set_owner(get_tree().edited_scene_root)
  228. .. code-tab:: csharp
  229. public override void _Ready()
  230. {
  231. var node = new Node3D();
  232. AddChild(node); // Parent could be any node in the scene
  233. // The line below is required to make the node visible in the Scene tree dock
  234. // and persist changes made by the tool script to the saved scene file.
  235. node.Owner = GetTree().EditedSceneRoot;
  236. }
  237. If you are using :ref:`EditorScript<class_EditorScript>`:
  238. .. tabs::
  239. .. code-tab:: gdscript GDScript
  240. func _run():
  241. # `parent` could be any node in the scene.
  242. var parent = get_scene().find_node("Parent")
  243. var node = Node3D.new()
  244. parent.add_child(node)
  245. # The line below is required to make the node visible in the Scene tree dock
  246. # and persist changes made by the tool script to the saved scene file.
  247. node.set_owner(get_scene())
  248. .. code-tab:: csharp
  249. public override void _Run()
  250. {
  251. // `parent` could be any node in the scene.
  252. var parent = GetScene().FindNode("Parent");
  253. var node = new Node3D();
  254. parent.AddChild(node);
  255. // The line below is required to make the node visible in the Scene tree dock
  256. // and persist changes made by the tool script to the saved scene file.
  257. node.Owner = GetScene();
  258. }
  259. .. warning::
  260. Using ``@tool`` improperly can yield many errors. It is advised to first
  261. write the code how you want it, and only then add the ``@tool`` annotation to
  262. the top. Also, make sure to separate code that runs in-editor from code that
  263. runs in-game. This way, you can find bugs more easily.