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This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
65 lines
2.2 KiB
XML
65 lines
2.2 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="EditorScript" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Base script that can be used to add extension functions to the editor.
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</brief_description>
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<description>
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Scripts extending this class and implementing its [method _run] method can be executed from the Script Editor's [b]File > Run[/b] menu option (or by pressing [kbd]Ctrl + Shift + X[/kbd]) while the editor is running. This is useful for adding custom in-editor functionality to Godot. For more complex additions, consider using [EditorPlugin]s instead.
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[b]Note:[/b] Extending scripts need to have [code]tool[/code] mode enabled.
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[b]Example script:[/b]
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[codeblocks]
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[gdscript]
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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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[/gdscript]
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[csharp]
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using Godot;
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using System;
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[Tool]
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public class HelloEditor : EditorScript
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{
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public override void _Run()
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{
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GD.Print("Hello from the Godot Editor!");
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}
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}
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[/csharp]
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[/codeblocks]
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[b]Note:[/b] 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 [b]Output[/b] dock.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="_run" qualifiers="virtual">
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<return type="void" />
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<description>
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This method is executed by the Editor when [b]File > Run[/b] is used.
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</description>
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</method>
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<method name="add_root_node">
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<return type="void" />
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<argument index="0" name="node" type="Node" />
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<description>
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Adds [code]node[/code] as a child of the root node in the editor context.
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[b]Warning:[/b] The implementation of this method is currently disabled.
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</description>
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</method>
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<method name="get_editor_interface">
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<return type="EditorInterface" />
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<description>
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Returns the [EditorInterface] singleton instance.
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</description>
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</method>
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<method name="get_scene">
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<return type="Node" />
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<description>
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Returns the Editor's currently active scene.
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</description>
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</method>
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</methods>
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</class>
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