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EditorScenePostImport
Hérite de : RefCounted < Object
Post-traite les scènes après l'importation.
Description
Imported scenes can be automatically modified right after import by setting their Custom Script Import property to a tool script that inherits from this class.
The _post_import() callback receives the imported scene's root node and returns the modified version of the scene:
@tool # Needed so it runs in editor.
extends EditorScenePostImport
# This sample changes all node names.
# Called right after the scene is imported and gets the root node.
func _post_import(scene):
# Change all node names to "modified_[oldnodename]"
iterate(scene)
return scene # Remember to return the imported scene
func iterate(node):
if node != null:
node.name = "modified_" + node.name
for child in node.get_children():
iterate(child)
using Godot;
// This sample changes all node names.
// Called right after the scene is imported and gets the root node.
[Tool]
public partial class NodeRenamer : EditorScenePostImport
{
public override GodotObject _PostImport(Node scene)
{
// Change all node names to "modified_[oldnodename]"
Iterate(scene);
return scene; // Remember to return the imported scene
}
public void Iterate(Node node)
{
if (node != null)
{
node.Name = $"modified_{node.Name}";
foreach (Node child in node.GetChildren())
{
Iterate(child);
}
}
}
}
Tutoriels
Méthodes
_post_import(scene: Node) virtual |
|
get_source_file() const |
Descriptions des méthodes
Object _post_import(scene: Node) virtual 🔗
Appelé après l'importation de la scène. Cette méthode doit renvoyer la version modifiée de la scène.
String get_source_file() const 🔗
Renvoie le chemin du fichier source qui vient d'être importé (par ex. : res://scene.dae).