mirror of
https://github.com/godotengine/godot
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8fb113bb4c
Includes: * Decal * Dictionary * Directory * DisplayServer * DTLSServer * DynamicFont * EditorImportPlugin * EditorPlugin * EditorScenePostImport * EditorScript * EditorSettings * EditorTranslationParserPlugin * Engine * Expression Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
84 lines
2.8 KiB
XML
84 lines
2.8 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="EditorScenePostImport" inherits="Reference" version="4.0">
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<brief_description>
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Post-processes scenes after import.
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</brief_description>
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<description>
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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.
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The [method post_import] callback receives the imported scene's root node and returns the modified version of the scene. Usage example:
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[codeblocks]
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[gdscript]
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tool # Needed so it runs in editor.
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extends EditorScenePostImport
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# This sample changes all node names.
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# Called right after the scene is imported and gets the root node.
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func post_import(scene):
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# Change all node names to "modified_[oldnodename]"
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iterate(scene)
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return scene # Remember to return the imported scene
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func iterate(node):
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if node != null:
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node.name = "modified_" + node.name
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for child in node.get_children():
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iterate(child)
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[/gdscript]
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[csharp]
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using Godot;
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// This sample changes all node names.
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// Called right after the scene is imported and gets the root node.
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[Tool]
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public class NodeRenamer : EditorScenePostImport
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{
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public override Object PostImport(Object scene)
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{
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// Change all node names to "modified_[oldnodename]"
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Iterate(scene as Node);
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return scene; // Remember to return the imported scene
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}
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public void Iterate(Node node)
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{
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if (node != null)
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{
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node.Name = "modified_" + node.Name;
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foreach (Node child in node.GetChildren())
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{
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Iterate(child);
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}
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}
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}
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}
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[/csharp]
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[/codeblocks]
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</description>
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<tutorials>
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<link title="Importing 3D scenes: Custom script">https://docs.godotengine.org/en/latest/getting_started/workflow/assets/importing_scenes.html#custom-script</link>
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</tutorials>
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<methods>
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<method name="get_source_file" qualifiers="const">
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<return type="String">
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</return>
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<description>
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Returns the source file path which got imported (e.g. [code]res://scene.dae[/code]).
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</description>
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</method>
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<method name="get_source_folder" qualifiers="const">
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<return type="String">
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</return>
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<description>
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Returns the resource folder the imported scene file is located in.
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</description>
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</method>
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<method name="post_import" qualifiers="virtual">
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<return type="Object">
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</return>
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<argument index="0" name="scene" type="Object">
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</argument>
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<description>
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Called after the scene was imported. This method must return the modified version of the scene.
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</description>
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</method>
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</methods>
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<constants>
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</constants>
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</class>
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