virtualx-engine/doc/classes/EditorScenePostImport.xml
HaSa1002 8fb113bb4c Port code examples to C# (D)
Includes:
 * Decal
 * Dictionary
 * Directory
 * DisplayServer
 * DTLSServer
 * DynamicFont
 * EditorImportPlugin
 * EditorPlugin
 * EditorScenePostImport
 * EditorScript
 * EditorSettings
 * EditorTranslationParserPlugin
 * Engine
 * Expression

Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
2020-11-01 09:05:17 +01:00

84 lines
2.8 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="EditorScenePostImport" inherits="Reference" 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="get_source_file" qualifiers="const">
<return type="String">
</return>
<description>
Returns the source file path which got imported (e.g. [code]res://scene.dae[/code]).
</description>
</method>
<method name="get_source_folder" qualifiers="const">
<return type="String">
</return>
<description>
Returns the resource folder the imported scene file is located in.
</description>
</method>
<method name="post_import" qualifiers="virtual">
<return type="Object">
</return>
<argument index="0" name="scene" type="Object">
</argument>
<description>
Called after the scene was imported. This method must return the modified version of the scene.
</description>
</method>
</methods>
<constants>
</constants>
</class>