157 lines
5.5 KiB
Text
157 lines
5.5 KiB
Text
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.. _doc_creating_script_templates:
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Creating script templates
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=========================
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Godot provides a way to use script templates as seen in the
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``Script Create Dialog`` while creating a new script:
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.. image:: img/script_create_dialog_templates.png
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A set of default script templates is provided by default, but it's also possible
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to modify existing and create new ones, both per project and the editor.
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Locating the templates
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----------------------
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There are two places where templates can be managed.
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Editor-defined templates
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~~~~~~~~~~~~~~~~~~~~~~~~
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These are available globally throughout any project. The location of these
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templates are determined per each OS:
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- Windows: ``%APPDATA%\Godot\script_templates\``
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- Linux: ``$HOME/.config/godot/script_templates/``
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- macOS: ``$HOME/Library/Application Support/Godot/script_templates/``
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If no ``script_templates`` is detected, Godot will create a default set of
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built-in templates automatically, so this logic can be used to reset the default
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templates in case you've accidentally overwritten them.
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Project-defined templates
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~~~~~~~~~~~~~~~~~~~~~~~~~
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The default path to search for templates is the
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``res://script_templates/`` directory. The path can be changed by configuring
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the ``editor/script_templates_search_path`` setting in the
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:ref:`ProjectSettings <class_ProjectSettings>`, both via code and the editor.
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If no ``script_templates`` directory is found within a project, it is simply
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ignored.
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Language support and overriding behavior
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----------------------------------------
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Depending on whether a particular language implements a way to generate scripts
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out of templates, it's possible to create a template which can be recognized by
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that language according to template's file extension. For GDScript and C#, the
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extensions must be ``gd`` and ``cs`` respectively.
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.. note:: The script templates have the same extension as the regular script
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files. This may lead to an issue of a script parser treating those templates as
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actual scripts within a project. To avoid this, make sure to ignore the
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directory containing them by creating an empty ``.gdignore`` file. The directory won't be
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visible throughout the project's filesystem anymore, yet the templates can be
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modified by an external text editor anytime.
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The built-in editor templates are automatically shadowed by the project-specific
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templates given both scripts have the same filename.
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Default template
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----------------
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The ``Default`` template is always generated dynamically per language and cannot
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be configured nor overridden, but you can use these as the base for creating
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other templates.
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.. tabs::
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.. code-tab:: gdscript GDScript
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extends %BASE%
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# Declare member variables here. Examples:
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# var a%INT_TYPE% = 2
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# var b%STRING_TYPE% = "text"
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# Called when the node enters the scene tree for the first time.
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func _ready()%VOID_RETURN%:
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta%FLOAT_TYPE%)%VOID_RETURN%:
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# pass
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.. code-tab:: csharp
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using Godot;
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using System;
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public class %CLASS% : %BASE%
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{
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// Declare member variables here. Examples:
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// private int a = 2;
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// private string b = "text";
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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{
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}
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// // Called every frame. 'delta' is the elapsed time since the previous frame.
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// public override void _Process(float delta)
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// {
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//
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// }
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}
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List of template placeholders
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-----------------------------
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The following describes the complete list of built-in template placeholders
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which are currently implemented.
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Base placeholders
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~~~~~~~~~~~~~~~~~
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+-------------+----------------------------------------------------------------+
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| Placeholder | Description |
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+=============+================================================================+
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| ``%CLASS%`` | The name of the new class (used in C# only). |
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+-------------+----------------------------------------------------------------+
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| ``%BASE%`` | The base type a new script inherits from. |
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+-------------+----------------------------------------------------------------+
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| ``%TS%`` | Indentation placeholder. The exact type and number of |
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| | whitespace characters used for indentation is determined by |
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| | the ``text_editor/indent/type`` and ``text_editor/indent/size``|
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| | settings in the :ref:`EditorSettings <class_EditorSettings>` |
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| | respectively. |
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+-------------+----------------------------------------------------------------+
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Type placeholders
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~~~~~~~~~~~~~~~~~
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These are only relevant for GDScript with static typing. Whether these
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placeholders are actually replaced is determined by the
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``text_editor/completion/add_type_hints`` setting in the
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:ref:`EditorSettings <class_EditorSettings>`.
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+-------------------+--------------+
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| Placeholder | Value |
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+===================+==============+
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| ``%INT_TYPE%`` | ``: int`` |
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+-------------------+--------------+
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| ``%STRING_TYPE%`` | ``: String`` |
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+-------------------+--------------+
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| ``%FLOAT_TYPE%`` | ``: float`` |
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+-------------------+--------------+
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| ``%VOID_RETURN%`` | ``-> void`` |
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+-------------------+--------------+
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