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.

ScriptEditor

繼承: PanelContainer < Container < Control < CanvasItem < Node < Object

Godot 編輯器的腳本編輯器。

說明

Godot 編輯器的腳本編輯器。

注意:這個類不應該被直接產生實體。請使用 EditorInterface.get_script_editor() 來存取這個單例。

方法

void

clear_docs_from_script(script: Script)

Error

close_file(path: String)

PackedStringArray

get_breakpoints()

ScriptEditorBase

get_current_editor() const

Script

get_current_script()

Array[ScriptEditorBase]

get_open_script_editors() const

Array[Script]

get_open_scripts() const

PackedStringArray

get_unsaved_files() const

void

goto_help(topic: String)

void

goto_line(line_number: int)

void

open_script_create_dialog(base_name: String, base_path: String)

void

register_syntax_highlighter(syntax_highlighter: EditorSyntaxHighlighter)

void

reload_open_files()

void

save_all_scripts()

void

unregister_syntax_highlighter(syntax_highlighter: EditorSyntaxHighlighter)

void

update_docs_from_script(script: Script)


訊號

editor_script_changed(script: Script) 🔗

當使用者更改動態指令碼時發出。參數是新啟動的 Script


script_close(script: Script) 🔗

當編輯器即將關閉動態指令碼時發出。參數是將要關閉的 Script


方法說明

void clear_docs_from_script(script: Script) 🔗

Removes the documentation for the given script.

Note: This should be called whenever the script is changed to keep the open documentation state up to date.


Error close_file(path: String) 🔗

Closes the file at the given path, discarding any unsaved changes.

Returns @GlobalScope.OK on success or @GlobalScope.ERR_FILE_NOT_FOUND if the file is not found.


PackedStringArray get_breakpoints() 🔗

Returns array of breakpoints.


ScriptEditorBase get_current_editor() const 🔗

返回使用者目前正在編輯的 ScriptEditorBase 物件。


Script get_current_script() 🔗

返回目前在編輯器中處於活動狀態的 Script


Array[ScriptEditorBase] get_open_script_editors() const 🔗

返回一個陣列,其中包含目前在編輯器中打開的所有 ScriptEditorBase 物件。


Array[Script] get_open_scripts() const 🔗

返回一個包含目前在編輯器中打開的所有 Script 物件的陣列。


PackedStringArray get_unsaved_files() const 🔗

Returns an array of file paths of scripts with unsaved changes open in the editor.


void goto_help(topic: String) 🔗

Opens help for the given topic. The topic is an encoded string that controls which class, method, constant, signal, annotation, property, or theme item should be focused.

The supported topic formats include class_name:class, class_method:class:method, class_constant:class:constant, class_signal:class:signal, class_annotation:class:@annotation, class_property:class:property, and class_theme_item:class:item, where class is the class name, method is the method name, constant is the constant name, signal is the signal name, annotation is the annotation name, property is the property name, and item is the theme item.

# Shows help for the Node class.
class_name:Node
# Shows help for the global min function.
# Global objects are accessible in the `@GlobalScope` namespace, shown here.
class_method:@GlobalScope:min
# Shows help for get_viewport in the Node class.
class_method:Node:get_viewport
# Shows help for the Input constant MOUSE_BUTTON_MIDDLE.
class_constant:Input:MOUSE_BUTTON_MIDDLE
# Shows help for the BaseButton signal pressed.
class_signal:BaseButton:pressed
# Shows help for the CanvasItem property visible.
class_property:CanvasItem:visible
# Shows help for the GDScript annotation export.
# Annotations should be prefixed with the `@` symbol in the descriptor, as shown here.
class_annotation:@GDScript:@export
# Shows help for the GraphNode theme item named panel_selected.
class_theme_item:GraphNode:panel_selected

void goto_line(line_number: int) 🔗

轉到目前腳本中的指定行。


void open_script_create_dialog(base_name: String, base_path: String) 🔗

打開建立腳本對話方塊。腳本將擴充 base_name。檔副檔名可以從 base_path 中省略,會根據所選擇的指令碼語言新增。


void register_syntax_highlighter(syntax_highlighter: EditorSyntaxHighlighter) 🔗

向編輯器註冊該 EditorSyntaxHighlighter,打開的所有腳本都可以使用這個 EditorSyntaxHighlighter

注意:不適用於已經打開的腳本。


void reload_open_files() 🔗

Reloads all currently opened files. This should be used when opened files are changed outside of the script editor. The user may be prompted to resolve file conflicts, see EditorSettings.text_editor/behavior/files/auto_reload_scripts_on_external_change.


void save_all_scripts() 🔗

Saves all open scripts.


void unregister_syntax_highlighter(syntax_highlighter: EditorSyntaxHighlighter) 🔗

從編輯器註銷該 EditorSyntaxHighlighter

注意:已經打開的腳本仍然適用該 EditorSyntaxHighlighter


void update_docs_from_script(script: Script) 🔗

Updates the documentation for the given script.

Note: This should be called whenever the script is changed to keep the open documentation state up to date.