EditorScenePostImport
繼承: RefCounted < Object
匯入後對場景進行後處理。
說明
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);
}
}
}
}
教學
方法
_post_import(scene: Node) virtual |
|
get_source_file() const |
方法說明
Object _post_import(scene: Node) virtual 🔗
在場景被匯入後觸發。本方法必須返回場景的修改版本。
String get_source_file() const 🔗
返回匯入的原始檔案路徑(如res://scene.dae)。