godot/doc/classes/EditorScenePostImport.xml
reduz 3682978aee Replace BIND_VMETHOD by new GDVIRTUAL syntax
* New syntax is type safe.
* New syntax allows for type safe virtuals in native extensions.
* New syntax permits extremely fast calling.

Note: Everything was replaced where possible except for `_gui_input` `_input` and `_unhandled_input`.
These will require API rework on a separate PR as they work different than the rest of the functions.

Added a new method flag METHOD_FLAG_OBJECT_CORE, used internally. Allows to not dump the core virtuals like `_notification` to the json API, since each language will implement those as it is best fits.
2021-08-22 08:23:58 -03:00

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2.5 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="EditorScenePostImport" inherits="RefCounted" version="4.0">
<brief_description>
Post-processes scenes after import.
</brief_description>
<description>
Imported scenes can be automatically modified right after import by setting their [b]Custom Script[/b] Import property to a [code]tool[/code] script that inherits from this class.
The [method _post_import] callback receives the imported scene's root node and returns the modified version of the scene. Usage example:
[codeblocks]
[gdscript]
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)
[/gdscript]
[csharp]
using Godot;
// This sample changes all node names.
// Called right after the scene is imported and gets the root node.
[Tool]
public class NodeRenamer : EditorScenePostImport
{
public override Object PostImport(Object scene)
{
// Change all node names to "modified_[oldnodename]"
Iterate(scene as Node);
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);
}
}
}
}
[/csharp]
[/codeblocks]
</description>
<tutorials>
<link title="Importing 3D scenes: Custom script">https://docs.godotengine.org/en/latest/getting_started/workflow/assets/importing_scenes.html#custom-script</link>
</tutorials>
<methods>
<method name="_post_import" qualifiers="virtual">
<return type="Object" />
<argument index="0" name="scene" type="Node" />
<description>
Called after the scene was imported. This method must return the modified version of the scene.
</description>
</method>
<method name="get_source_file" qualifiers="const">
<return type="String" />
<description>
Returns the source file path which got imported (e.g. [code]res://scene.dae[/code]).
</description>
</method>
</methods>
<constants>
</constants>
</class>