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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "EditorScript" inherits= "RefCounted" version= "4.0" >
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<brief_description >
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Base script that can be used to add extension functions to the editor.
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</brief_description>
<description >
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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.
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[b]Note:[/b] Extending scripts need to have [code]tool[/code] mode enabled.
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[b]Example script:[/b]
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[codeblocks]
[gdscript]
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tool
extends EditorScript
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func _run():
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print("Hello from the Godot Editor!")
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[/gdscript]
[csharp]
using Godot;
using System;
[Tool]
public class HelloEditor : EditorScript
{
public override void _Run()
{
GD.Print("Hello from the Godot Editor!");
}
}
[/csharp]
[/codeblocks]
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[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.
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</description>
<tutorials >
</tutorials>
<methods >
<method name= "_run" qualifiers= "virtual" >
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<return type= "void" />
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<description >
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This method is executed by the Editor when [b]File > Run[/b] is used.
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</description>
</method>
<method name= "add_root_node" >
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<return type= "void" />
<argument index= "0" name= "node" type= "Node" />
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<description >
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Adds [code]node[/code] as a child of the root node in the editor context.
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[b]Warning:[/b] The implementation of this method is currently disabled.
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</description>
</method>
<method name= "get_editor_interface" >
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<return type= "EditorInterface" />
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<description >
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Returns the [EditorInterface] singleton instance.
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</description>
</method>
<method name= "get_scene" >
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<return type= "Node" />
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<description >
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Returns the Editor's currently active scene.
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</description>
</method>
</methods>
<constants >
</constants>
</class>