Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.

EditorScript

繼承: RefCounted < Object

可用於為編輯器新增擴充功能的基礎腳本。

說明

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.

方法

void

_run() virtual required

void

add_root_node(node: Node)

EditorInterface

get_editor_interface() const

Node

get_scene() const


方法說明

void _run() virtual required 🔗

當使用檔 > 運作時,此方法由編輯器執行。


void add_root_node(node: Node) 🔗

已棄用: Use EditorInterface.add_root_node() instead.

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 🔗

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

Returns the EditorInterface singleton instance.


Node get_scene() const 🔗

已棄用: Use EditorInterface.get_edited_scene_root() instead.

Returns the edited (current) scene's root Node. Equivalent of EditorInterface.get_edited_scene_root().