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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!")
using Godot;
[Tool]
public partial class HelloEditor : EditorScript
{
public override void _Run()
{
GD.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) |
get_editor_interface() const |
|
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) 🔗
Obsoleto: Use EditorInterface.add_root_node() instead.
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.
Obsoleto: Use EditorInterface.get_edited_scene_root() instead.
Devuelve la raíz Node de la escena editada (actual). Equivalente de EditorInterface.get_edited_scene_root().