<?xml version="1.0" encoding="UTF-8" ?> <class name="EditorScript" inherits="Reference" category="Core" version="3.0-alpha"> <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 [code]_run()[/code] method can be executed from the Script Editor's [code]File -> Run[/code] 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. Note that extending scripts need to have [code]tool mode[/code] enabled. Example script: [codeblock] tool extends EditorScript func _run(): print("Hello from the Godot Editor!") [/codeblock] Note that 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 [i]Output[/i] dock. </description> <tutorials> </tutorials> <demos> </demos> <methods> <method name="_run" qualifiers="virtual"> <return type="void"> </return> <description> This method is executed by the Editor when [code]File -> Run[/code] is used. </description> </method> <method name="add_root_node"> <return type="void"> </return> <argument index="0" name="node" type="Node"> </argument> <description> </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>