Documentation
¶
Overview ¶
Package EditorScript provides methods for working with EditorScript object instances.
Index ¶
- type Advanced
- type Any
- type Implementation
- type Instance
- func (self Instance) AddRootNode(node [1]gdclass.Node)
- func (self Instance) AsEditorScript() Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsRefCounted() [1]gd.RefCounted
- func (self Instance) GetEditorInterface() [1]gdclass.EditorInterface
- func (self Instance) GetScene() [1]gdclass.Node
- func (self *Instance) UnsafePointer() unsafe.Pointer
- func (self Instance) Virtual(name string) reflect.Value
- type Interface
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Advanced ¶
type Advanced = class
Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.
type Implementation ¶
type Implementation = implementation
Implementation implements Interface with empty methods.
type Instance ¶
type Instance [1]gdclass.EditorScript
Scripts extending this class and implementing its [method _run] method can be executed from the Script Editor's [b]File > Run[/b] menu option (or by pressing [kbd]Ctrl + Shift + X[/kbd]) 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. [b]Note:[/b] Extending scripts need to have [code]tool[/code] mode enabled. [b]Example script:[/b] [codeblocks] [gdscript] @tool extends EditorScript
func _run():
print("Hello from the Godot Editor!")
[/gdscript] [csharp] using Godot;
[Tool] public partial class HelloEditor : EditorScript
{ public override void _Run() { GD.Print("Hello from the Godot Editor!"); } }
[/csharp] [/codeblocks] [b]Note:[/b] 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 [b]Output[/b] dock. [b]Note:[/b] 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.
See [Interface] for methods that can be overridden by a [Class] that extends it.
%!(EXTRA string=EditorScript)
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) AddRootNode ¶
Makes [param node] root of the currently opened scene. Only works if the scene is empty. If the [param node] is a scene instance, an inheriting scene will be created.
func (Instance) AsEditorScript ¶
func (Instance) AsRefCounted ¶
func (self Instance) AsRefCounted() [1]gd.RefCounted
func (Instance) GetEditorInterface ¶
func (self Instance) GetEditorInterface() [1]gdclass.EditorInterface
Returns the [EditorInterface] singleton instance.
func (Instance) GetScene ¶
Returns the edited (current) scene's root [Node]. Equivalent of [method EditorInterface.get_edited_scene_root].