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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "ScriptEditor" inherits= "PanelContainer" version= "3.5" >
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<brief_description >
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Godot editor's script editor.
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</brief_description>
<description >
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[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access the singleton using [method EditorInterface.get_script_editor].
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</description>
<tutorials >
</tutorials>
<methods >
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<method name= "can_drop_data_fw" qualifiers= "const" >
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<return type= "bool" />
<argument index= "0" name= "point" type= "Vector2" />
<argument index= "1" name= "data" type= "Variant" />
<argument index= "2" name= "from" type= "Control" />
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<description >
</description>
</method>
<method name= "drop_data_fw" >
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<return type= "void" />
<argument index= "0" name= "point" type= "Vector2" />
<argument index= "1" name= "data" type= "Variant" />
<argument index= "2" name= "from" type= "Control" />
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<description >
</description>
</method>
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<method name= "get_current_script" >
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<return type= "Script" />
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<description >
Returns a [Script] that is currently active in editor.
</description>
</method>
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<method name= "get_drag_data_fw" >
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<return type= "Variant" />
<argument index= "0" name= "point" type= "Vector2" />
<argument index= "1" name= "from" type= "Control" />
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<description >
</description>
</method>
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<method name= "get_open_scripts" qualifiers= "const" >
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<return type= "Array" />
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<description >
Returns an array with all [Script] objects which are currently open in editor.
</description>
</method>
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<method name= "goto_line" >
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<return type= "void" />
<argument index= "0" name= "line_number" type= "int" />
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<description >
Goes to the specified line in the current script.
</description>
</method>
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<method name= "open_script_create_dialog" >
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<return type= "void" />
<argument index= "0" name= "base_name" type= "String" />
<argument index= "1" name= "base_path" type= "String" />
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<description >
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Opens the script create dialog. The script will extend [code]base_name[/code]. The file extension can be omitted from [code]base_path[/code]. It will be added based on the selected scripting language.
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</description>
</method>
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</methods>
<signals >
<signal name= "editor_script_changed" >
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<argument index= "0" name= "script" type= "Script" />
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<description >
Emitted when user changed active script. Argument is a freshly activated [Script].
</description>
</signal>
<signal name= "script_close" >
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<argument index= "0" name= "script" type= "Script" />
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<description >
Emitted when editor is about to close the active script. Argument is a [Script] that is going to be closed.
</description>
</signal>
</signals>
<constants >
</constants>
</class>