[DOCS] EditorScript

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Fallayn 2017-10-18 01:28:05 +02:00 committed by Unknown
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commit 800904a374

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="EditorScript" inherits="Reference" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Simple script to perform changes in the currently edited scene.
Base script that can be used to add extension functions to the editor.
</brief_description>
<description>
This script can be run from the Scene -&gt; Run Script menu option.
Scripts extending this class and implementing its [code]_run()[/code] method can be executed from the Script Editor's [code]File -> Run[/code] menu option (or by pressing [code]CTRL+Shift+X[/code]) while the editor is running. This is useful for adding custom in-editor functionality to Godot. For more complex additions, consider using [EditorPlugin]\ s instead. Note that extending scripts need to have [code]tool mode[/code] enabled.
Example script:
[codeblock]
tool
extends EditorScript
func _run():
print("Hello from the Godot Editor!")
[/codeblock]
Note that the script is run in the Editor context, which means the output is visible in the console window started with the Editor (STDOUT) instead of the usual Godot *Output* dock.
</description>
<tutorials>
</tutorials>
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<return type="void">
</return>
<description>
This method is executed by the Editor when [code]File -> Run[/code] is used.
</description>
</method>
<method name="add_root_node">
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<return type="EditorInterface">
</return>
<description>
Returns the [EditorInterface] singleton instance.
</description>
</method>
<method name="get_scene">
<return type="Node">
</return>
<description>
Returns the Editor's currently active scene.
</description>
</method>
</methods>