Outdated documentation
This documentation page refers to Godot
4.3,
and may be outdated or incorrect.
Additionally, this engine version is
no longer supported.
Check this page in the stable branch for the latest additions and corrections.
ScriptCreateDialog
Inherits: ConfirmationDialog < AcceptDialog < Window < Viewport < Node < Object
Godot editor's popup dialog for creating new Script files.
Description
The ScriptCreateDialog creates script files according to a given template for a given scripting language. The standard use is to configure its fields prior to calling one of the Window.popup methods.
func _ready():
var dialog = ScriptCreateDialog.new();
dialog.config("Node", "res://new_node.gd") # For in-engine types.
dialog.config("\"res://base_node.gd\"", "res://derived_node.gd") # For script types.
dialog.popup_centered()
public override void _Ready()
{
var dialog = new ScriptCreateDialog();
dialog.Config("Node", "res://NewNode.cs"); // For in-engine types.
dialog.Config("\"res://BaseNode.cs\"", "res://DerivedNode.cs"); // For script types.
dialog.PopupCentered();
}
Properties
dialog_hide_on_ok |
|
|
ok_button_text |
|
|
title |
|
Methods
void |
config(inherits: String, path: String, built_in_enabled: bool = true, load_enabled: bool = true) |
Signals
script_created(script: Script) 🔗
Emitted when the user clicks the OK button.
Method Descriptions
void config(inherits: String, path: String, built_in_enabled: bool = true, load_enabled: bool = true) 🔗
Prefills required fields to configure the ScriptCreateDialog for use.