EditorScript

Hereda: RefCounted < Object

Script base que puede ser usado para añadir funciones de extensión al editor.

Descripción

Scripts extending this class and implementing its _run() method can be executed from the Script Editor's File > Run menu option (or by pressing Ctrl + Shift + X) while the editor is running. This is useful for adding custom in-editor functionality to Godot. For more complex additions, consider using EditorPlugins instead.

If a script extending this class also has a global class name, it will be included in the editor's command palette.

Note: Extending scripts need to have tool mode enabled.

Example: Running the following script prints "Hello from the Godot Editor!":

@tool
extends EditorScript

func _run():
    print("Hello from the Godot Editor!")

Note: 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.

Métodos

void

_run() virtual required

void

add_root_node(node: Node)

EditorInterface

get_editor_interface() const

Node

get_scene() const


Descripciones de Métodos

void _run() virtual required 🔗

Este método es ejecutado por el Editor cuando se utiliza Archivo > Ejecutar.


void add_root_node(node: Node) 🔗

Convierte a node en la raíz de la escena actualmente abierta. Solo funciona si la escena está vacía. Si node es una instancia de escena, se creará una escena heredada.


EditorInterface get_editor_interface() const 🔗

Obsoleto: EditorInterface is a global singleton and can be accessed directly by its name.

Devuelve la instancia singleton EditorInterface.


Node get_scene() const 🔗

Devuelve la raíz Node de la escena editada (actual). Equivalente de EditorInterface.get_edited_scene_root().