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ee772f109f
Add note regarding RefCounted to EditorScript docs
66 lines
2.4 KiB
XML
66 lines
2.4 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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[b]Note:[/b] EditorScript is [RefCounted], meaning it is destroyed when nothing references it. This can cause errors during asynchronous operations if there are no references to the script.
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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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<param index="0" name="node" type="Node" />
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<description>
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Adds [param node] 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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