ScriptEditor

继承: PanelContainer < Container < Control < CanvasItem < Node < Object

Godot editor's script editor.

描述

Godot editor's script editor.

Note: This class shouldn't be instantiated directly. Instead, access the singleton using EditorInterface.get_script_editor.

方法


信号

editor_script_changed ( script: Script )

Emitted when user changed active script. Argument is a freshly activated Script.


script_close ( script: Script )

Emitted when editor is about to close the active script. Argument is a Script that is going to be closed.


方法说明

PackedStringArray get_breakpoints ( )

Returns array of breakpoints.


ScriptEditorBase get_current_editor ( ) const1

Returns the ScriptEditorBase object that the user is currently editing.


Script get_current_script ( )

Returns a Script that is currently active in editor.


Array ScriptEditorBase get_open_script_editors ( ) const1

Returns an array with all ScriptEditorBase objects which are currently open in editor.


Array Script get_open_scripts ( ) const1

Returns an array with all Script objects which are currently open in editor.


void goto_help ( topic: String )

Opens help for the given topic. The topic is an encoded string that controls which class, method, constant, signal, annotation, property, or theme item should be focused.

The supported topic formats include class_name:class, class_method:class:method, class_constant:class:constant, class_signal:class:signal, class_annotation:class:@annotation, class_property:class:property, and class_theme_item:class:item, where class is the class name, method is the method name, constant is the constant name, signal is the signal name, annotation is the annotation name, property is the property name, and item is the theme item.


    # Shows help for the Node class.
    class_name:Node
    # Shows help for the global min function.
    # Global objects are accessible in the `@GlobalScope` namespace, shown here.
    class_method:@GlobalScope:min
    # Shows help for get_viewport in the Node class.
    class_method:Node:get_viewport
    # Shows help for the Input constant MOUSE_BUTTON_MIDDLE.
    class_constant:Input:MOUSE_BUTTON_MIDDLE
    # Shows help for the BaseButton signal pressed.
    class_signal:BaseButton:pressed
    # Shows help for the CanvasItem property visible.
    class_property:CanvasItem:visible
    # Shows help for the GDScript annotation export.
    # Annotations should be prefixed with the `@` symbol in the descriptor, as shown here.
    class_annotation:@GDScript:@export
    # Shows help for the GraphNode theme item named panel_selected.
    class_theme_item:GraphNode:panel_selected

void goto_line ( line_number: int )

Goes to the specified line in the current script.


void open_script_create_dialog ( base_name: String, base_path: String )

Opens the script create dialog. The script will extend base_name. The file extension can be omitted from base_path. It will be added based on the selected scripting language.


void register_syntax_highlighter ( syntax_highlighter: EditorSyntaxHighlighter )

Registers the EditorSyntaxHighlighter to the editor, the EditorSyntaxHighlighter will be available on all open scripts.

Note: Does not apply to scripts that are already opened.


void unregister_syntax_highlighter ( syntax_highlighter: EditorSyntaxHighlighter )

Unregisters the EditorSyntaxHighlighter from the editor.

Note: The EditorSyntaxHighlighter will still be applied to scripts that are already opened.


void update_docs_from_script ( script: Script )

Updates the documentation for the given script if the script's documentation is currently open.

Note: This should be called whenever the script is changed to keep the open documentation state up to date.

2

本方法通常需要用户覆盖才能生效。

1

本方法无副作用,不会修改该实例的任何成员变量。

3

本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。

4

本方法用于构造某个类型。

5

调用本方法无需实例,可直接使用类名进行调用。

6

本方法描述的是使用本类型作为左操作数的有效运算符。

7

这个值是由下列位标志构成位掩码的整数。

8

无返回值。