EditorScript
Hérite de : RefCounted < Object
Script de base qui permet d'étendre les fonctionnalités de l'éditeur.
Description
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.
Méthodes
void |
_run() virtual required |
void |
add_root_node(node: Node) |
get_editor_interface() const |
|
get_scene() const |
Descriptions des méthodes
void _run() virtual required 🔗
Cette méthode est exécutée par l'éditeur quand Ficher > Exécuter est utilisé.
void add_root_node(node: Node) 🔗
Makes node root of the currently opened scene. Only works if the scene is empty. If the node is a scene instance, an inheriting scene will be created.
EditorInterface get_editor_interface() const 🔗
Obsolète : EditorInterface is a global singleton and can be accessed directly by its name.
Returns the EditorInterface singleton instance.
Returns the edited (current) scene's root Node. Equivalent of EditorInterface.get_edited_scene_root().