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-rw-r--r--doc/classes/EditorScenePostImport.xml72
1 files changed, 44 insertions, 28 deletions
diff --git a/doc/classes/EditorScenePostImport.xml b/doc/classes/EditorScenePostImport.xml
index cb1f5d2e77..43ca3db5fa 100644
--- a/doc/classes/EditorScenePostImport.xml
+++ b/doc/classes/EditorScenePostImport.xml
@@ -1,55 +1,71 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="EditorScenePostImport" inherits="Reference" version="4.0">
+<class name="EditorScenePostImport" inherits="RefCounted" 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:
- [codeblock]
- tool # Needed so it runs in editor
+ 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):
+ # 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)
- [/codeblock]
+ [/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>
+ <method name="_post_import" qualifiers="virtual">
+ <return type="Object" />
+ <argument index="0" name="scene" type="Node" />
<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.
+ Called after the scene was imported. This method must return the modified version of the scene.
</description>
</method>
- <method name="post_import" qualifiers="virtual">
- <return type="Object">
- </return>
- <argument index="0" name="scene" type="Object">
- </argument>
+ <method name="get_source_file" qualifiers="const">
+ <return type="String" />
<description>
- Called after the scene was imported. This method must return the modified version of the scene.
+ Returns the source file path which got imported (e.g. [code]res://scene.dae[/code]).
</description>
</method>
</methods>