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authorRĂ©mi Verschelde <rverschelde@gmail.com>2020-11-09 08:29:44 +0100
committerGitHub <noreply@github.com>2020-11-09 08:29:44 +0100
commit593e35346ab182c36068c3dcfc741eeb7311a19e (patch)
treeb286b8551eefaf417bb39f52837c6a375772f0cc /doc/classes/EditorScript.xml
parent4206dc6ac95bed86d8f8d040a0e1b73431cdb750 (diff)
parent8fb113bb4c3d70c5952924031dffa6b850263207 (diff)
Merge pull request #42841 from HaSa1002/docs-lang-3
Port code examples to C# (D and E)
Diffstat (limited to 'doc/classes/EditorScript.xml')
-rw-r--r--doc/classes/EditorScript.xml19
1 files changed, 17 insertions, 2 deletions
diff --git a/doc/classes/EditorScript.xml b/doc/classes/EditorScript.xml
index e96044bf48..60ccf451b8 100644
--- a/doc/classes/EditorScript.xml
+++ b/doc/classes/EditorScript.xml
@@ -7,13 +7,28 @@
Scripts extending this class and implementing its [method _run] method can be executed from the Script Editor's [b]File &gt; 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]
- [codeblock]
+ [codeblocks]
+ [gdscript]
tool
extends EditorScript
func _run():
print("Hello from the Godot Editor!")
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ using Godot;
+ using System;
+
+ [Tool]
+ public 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.
</description>
<tutorials>