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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.
73 lines
2.6 KiB
XML
73 lines
2.6 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="EditorScenePostImport" 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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Post-processes scenes after import.
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</brief_description>
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<description>
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Imported scenes can be automatically modified right after import by setting their [b]Custom Script[/b] Import property to a [code]tool[/code] script that inherits from this class.
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The [method _post_import] callback receives the imported scene's root node and returns the modified version of the scene. Usage example:
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[codeblocks]
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[gdscript]
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tool # Needed so it runs in editor.
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extends EditorScenePostImport
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# This sample changes all node names.
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# Called right after the scene is imported and gets the root node.
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func _post_import(scene):
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# Change all node names to "modified_[oldnodename]"
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iterate(scene)
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return scene # Remember to return the imported scene
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func iterate(node):
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if node != null:
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node.name = "modified_" + node.name
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for child in node.get_children():
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iterate(child)
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[/gdscript]
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[csharp]
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using Godot;
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// This sample changes all node names.
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// Called right after the scene is imported and gets the root node.
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[Tool]
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public class NodeRenamer : EditorScenePostImport
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{
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public override Object PostImport(Object scene)
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{
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// Change all node names to "modified_[oldnodename]"
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Iterate(scene as Node);
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return scene; // Remember to return the imported scene
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}
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public void Iterate(Node node)
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{
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if (node != null)
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{
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node.Name = "modified_" + node.Name;
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foreach (Node child in node.GetChildren())
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{
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Iterate(child);
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}
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}
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}
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}
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[/csharp]
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[/codeblocks]
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</description>
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<tutorials>
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<link title="Importing 3D scenes: Custom script">$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#custom-script</link>
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</tutorials>
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<methods>
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<method name="_post_import" qualifiers="virtual">
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<return type="Object" />
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<argument index="0" name="scene" type="Node" />
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<description>
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Called after the scene was imported. This method must return the modified version of the scene.
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</description>
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</method>
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<method name="get_source_file" qualifiers="const">
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<return type="String" />
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<description>
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Returns the source file path which got imported (e.g. [code]res://scene.dae[/code]).
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</description>
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</method>
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</methods>
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</class>
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