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f7f6115f76
- Document a few more properties and methods - Add more information to many classes - Fix lots of typos and gramar mistakes - Use [code] tags for parameters consistently - Use [b] and [i] tags consistently - Put "Warning:" and "Note:" on their own line to be more visible, and make them always bold - Tweak formatting in code examples to be more readable - Use double quotes consistently - Add more links to third-party technologies
57 lines
2.0 KiB
XML
57 lines
2.0 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="EditorScript" inherits="Reference" category="Core" version="3.2">
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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 [code]Ctrl+Shift+X[/code]) 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 mode[/code] enabled.
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[b]Example script:[/b]
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[codeblock]
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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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[/codeblock]
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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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</return>
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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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</return>
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<argument index="0" name="node" type="Node">
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</argument>
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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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</return>
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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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</return>
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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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<constants>
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</constants>
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</class>
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