<?xml version="1.0" encoding="UTF-8" ?> <class name="EditorScript" inherits="Reference" category="Core" version="3.2"> <brief_description> Base script that can be used to add extension functions to the editor. </brief_description> <description> 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 [code]Ctrl+Shift+X[/code]) 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] tool extends EditorScript func _run(): print("Hello from the Godot Editor!") [/codeblock] [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> </tutorials> <methods> <method name="_run" qualifiers="virtual"> <return type="void"> </return> <description> This method is executed by the Editor when [b]File > Run[/b] is used. </description> </method> <method name="add_root_node"> <return type="void"> </return> <argument index="0" name="node" type="Node"> </argument> <description> Adds [code]node[/code] as a child of the root node in the editor context. [b]Warning:[/b] The implementation of this method is currently disabled. </description> </method> <method name="get_editor_interface"> <return type="EditorInterface"> </return> <description> Returns the [EditorInterface] singleton instance. </description> </method> <method name="get_scene"> <return type="Node"> </return> <description> Returns the Editor's currently active scene. </description> </method> </methods> <constants> </constants> </class>