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- .. _doc_running_code_in_the_editor:
- Running code in the editor
- ==========================
- What is ``@tool``?
- ------------------
- ``@tool`` is a powerful line of code that, when added at the top of your script,
- makes it execute in the editor. You can also decide which parts of the script
- execute in the editor, which in game, and which in both.
- You can use it for doing many things, but it is mostly useful in level design
- for visually presenting things that are hard to predict ourselves. Here are some
- use cases:
- - If you have a cannon that shoots cannonballs affected by physics (gravity),
- you can draw the cannonball's trajectory in the editor, making level design a
- lot easier.
- - If you have jumppads with varying jump heights, you can draw the maximum jump
- height a player would reach if it jumped on one, also making level design
- easier.
- - If your player doesn't use a sprite, but draws itself using code, you can make
- that drawing code execute in the editor to see your player.
- .. danger::
- ``@tool`` scripts run inside the editor, and let you access the scene tree
- of the currently edited scene. This is a powerful feature which also comes
- with caveats, as the editor does not include protections for potential
- misuse of ``@tool`` scripts.
- Be **extremely** cautious when manipulating the scene tree, especially via
- :ref:`Node.queue_free<class_Node_method_queue_free>`, as it can cause
- crashes if you free a node while the editor runs logic involving it.
- How to use ``@tool``
- --------------------
- To turn a script into a tool, add the ``@tool`` annotation at the top of your code.
- To check if you are currently in the editor, use: ``Engine.is_editor_hint()``.
- For example, if you want to execute some code only in the editor, use:
- .. tabs::
- .. code-tab:: gdscript GDScript
- if Engine.is_editor_hint():
- # Code to execute when in editor.
- .. code-tab:: csharp
- if (Engine.IsEditorHint())
- {
- // Code to execute when in editor.
- }
- On the other hand, if you want to execute code only in game, simply negate the
- same statement:
- .. tabs::
- .. code-tab:: gdscript GDScript
- if not Engine.is_editor_hint():
- # Code to execute when in game.
- .. code-tab:: csharp
- if (!Engine.IsEditorHint())
- {
- // Code to execute when in game.
- }
- Pieces of code that do not have either of the 2 conditions above will run both
- in-editor and in-game.
- Here is how a ``_process()`` function might look for you:
- .. tabs::
- .. code-tab:: gdscript GDScript
- func _process(delta):
- if Engine.is_editor_hint():
- # Code to execute in editor.
- if not Engine.is_editor_hint():
- # Code to execute in game.
- # Code to execute both in editor and in game.
- .. code-tab:: csharp
- public override void _Process(double delta)
- {
- if (Engine.IsEditorHint())
- {
- // Code to execute in editor.
- }
- if (!Engine.IsEditorHint())
- {
- // Code to execute in game.
- }
- // Code to execute both in editor and in game.
- }
- Important information
- ---------------------
- Any other GDScript that your tool script uses must *also* be a tool. Any
- GDScript without ``@tool`` used by the editor will act like an empty file!
- Extending a ``@tool`` script does not automatically make the extending script
- a ``@tool``. Omitting ``@tool`` from the extending script will disable tool
- behavior from the super class. Therefore the extending script should also
- specify the ``@tool`` annotation.
- Modifications in the editor are permanent. For example, in the next
- section when we remove the script, the node will keep its rotation. Be careful
- to avoid making unwanted modifications.
- Try ``@tool`` out
- -----------------
- Add a ``Sprite2D`` node to your scene and set the texture to Godot icon. Attach
- and open a script, and change it to this:
- .. tabs::
- .. code-tab:: gdscript GDScript
- @tool
- extends Sprite2D
- func _process(delta):
- rotation += PI * delta
- .. code-tab:: csharp
- using Godot;
- [Tool]
- public partial class MySprite : Sprite2D
- {
- public override void _Process(double delta)
- {
- Rotation += Mathf.Pi * (float)delta;
- }
- }
- Save the script and return to the editor. You should now see your object rotate.
- If you run the game, it will also rotate.
- .. image:: img/rotating_in_editor.gif
- .. note::
- If you don't see the changes, reload the scene (close it and open it again).
- Now let's choose which code runs when. Modify your ``_process()`` function to
- look like this:
- .. tabs::
- .. code-tab:: gdscript GDScript
- func _process(delta):
- if Engine.is_editor_hint():
- rotation += PI * delta
- else:
- rotation -= PI * delta
- .. code-tab:: csharp
- public override void _Process(double delta)
- {
- if (Engine.IsEditorHint())
- {
- Rotation += Mathf.Pi * (float)delta;
- }
- else
- {
- Rotation -= Mathf.Pi * (float)delta;
- }
- }
- Save the script. Now the object will spin clockwise in the editor, but if you
- run the game, it will spin counter-clockwise.
- Editing variables
- -----------------
- Add and export a variable speed to the script. To update the speed and also reset the rotation
- angle add a setter ``set(new_speed)`` which is executed with the input from the inspector. Modify
- ``_process()`` to include the rotation speed.
- .. tabs::
- .. code-tab:: gdscript GDScript
- @tool
- extends Sprite2D
- @export var speed = 1:
- # Update speed and reset the rotation.
- set(new_speed):
- speed = new_speed
- rotation = 0
- func _process(delta):
- rotation += PI * delta * speed
- .. code-tab:: csharp
- using Godot;
- [Tool]
- public partial class MySprite : Sprite2D
- {
- private float _speed = 1;
- [Export]
- public float Speed
- {
- get => _speed;
- set
- {
- // Update speed and reset the rotation.
- _speed = value;
- Rotation = 0;
- }
- }
- public override void _Process(double delta)
- {
- Rotation += Mathf.Pi * (float)delta * speed;
- }
- }
- .. note::
- Code from other nodes doesn't run in the editor. Your access to other nodes
- is limited. You can access the tree and nodes, and their default properties,
- but you can't access user variables. If you want to do so, other nodes have
- to run in the editor too. Autoload nodes cannot be accessed in the editor at
- all.
- Getting notified when resources change
- --------------------------------------
- Sometimes you want your tool to use a resource. However, when you change a
- property of that resource in the editor, the ``set()`` method of your tool will
- not be called.
- .. tabs::
- .. code-tab:: gdscript GDScript
- @tool
- class_name MyTool
- extends Node
- @export var resource: MyResource:
- set(new_resource):
- resource = new_resource
- _on_resource_set()
- # This will only be called when you create, delete, or paste a resource.
- # You will not get an update when tweaking properties of it.
- func _on_resource_set():
- print("My resource was set!")
- .. code-tab:: csharp
- using Godot;
- [Tool]
- public partial class MyTool : Node
- {
- private MyResource _resource;
- [Export]
- public MyResource Resource
- {
- get => _resource;
- set
- {
- _resource = value;
- OnResourceSet();
- }
- }
- }
- // This will only be called when you create, delete, or paste a resource.
- // You will not get an update when tweaking properties of it.
- private void OnResourceSet()
- {
- GD.Print("My resource was set!");
- }
- To get around this problem you first have to make your resource a tool and make it
- emit the ``changed`` signal whenever a property is set:
- .. tabs::
- .. code-tab:: gdscript GDScript
- # Make Your Resource a tool.
- @tool
- class_name MyResource
- extends Resource
- @export var property = 1:
- set(new_setting):
- property = new_setting
- # Emit a signal when the property is changed.
- changed.emit()
- .. code-tab:: csharp
- using Godot;
- [Tool]
- public partial class MyResource : Resource
- {
- private float _property = 1;
- [Export]
- public float Property
- {
- get => _property;
- set
- {
- _property = value;
- // Emit a signal when the property is changed.
- EmitChanged();
- }
- }
- }
- You then want to connect the signal when a new resource is set:
- .. tabs::
- .. code-tab:: gdscript GDScript
- @tool
- class_name MyTool
- extends Node
- @export var resource: MyResource:
- set(new_resource):
- resource = new_resource
- # Connect the changed signal as soon as a new resource is being added.
- resource.changed.connect(_on_resource_changed)
- func _on_resource_changed():
- print("My resource just changed!")
- .. code-tab:: csharp
- using Godot;
- [Tool]
- public partial class MyTool : Node
- {
- private MyResource _resource;
- [Export]
- public MyResource Resource
- {
- get => _resource;
- set
- {
- _resource = value;
- // Connect the changed signal as soon as a new resource is being added.
- _resource.Changed += OnResourceChanged;
- }
- }
- }
- private void OnResourceChanged()
- {
- GD.Print("My resource just changed!");
- }
- Lastly, remember to disconnect the signal as the old resource being used and changed somewhere else
- would cause unneeded updates.
- .. tabs::
- .. code-tab:: gdscript GDScript
- @export var resource: MyResource:
- set(new_resource):
- # Disconnect the signal if the previous resource was not null.
- if resource != null:
- resource.changed.disconnect(_on_resource_changed)
- resource = new_resource
- resource.changed.connect(_on_resource_changed)
- .. code-tab:: csharp
- [Export]
- public MyResource Resource
- {
- get => _resource;
- set
- {
- // Disconnect the signal if the previous resource was not null.
- if (_resource != null)
- {
- _resource.Changed -= OnResourceChanged;
- }
- _resource = value;
- _resource.Changed += OnResourceChanged;
- }
- }
- Reporting node configuration warnings
- -------------------------------------
- Godot uses a *node configuration warning* system to warn users about incorrectly
- configured nodes. When a node isn't configured correctly, a yellow warning sign
- appears next to the node's name in the Scene dock. When you hover or click on
- the icon, a warning message pops up. You can use this feature in your scripts to
- help you and your team avoid mistakes when setting up scenes.
- When using node configuration warnings, when any value that should affect or
- remove the warning changes, you need to call
- :ref:`update_configuration_warnings<class_Node_method_update_configuration_warnings>` .
- By default, the warning only updates when closing and reopening the scene.
- .. tabs::
- .. code-tab:: gdscript GDScript
- # Use setters to update the configuration warning automatically.
- @export var title = "":
- set(p_title):
- if p_title != title:
- title = p_title
- update_configuration_warnings()
- @export var description = "":
- set(p_description):
- if p_description != description:
- description = p_description
- update_configuration_warnings()
- func _get_configuration_warnings():
- var warnings = []
- if title == "":
- warnings.append("Please set `title` to a non-empty value.")
- if description.length() >= 100:
- warnings.append("`description` should be less than 100 characters long.")
- # Returning an empty array means "no warning".
- return warnings
- .. _doc_running_code_in_the_editor_editorscript:
- Running one-off scripts using EditorScript
- ------------------------------------------
- Sometimes, you need to run code just one time to automate a certain task that is
- not available in the editor out of the box. Some examples might be:
- - Use as a playground for GDScript or C# scripting without having to run a project.
- ``print()`` output is displayed in the editor Output panel.
- - Scale all light nodes in the currently edited scene, as you noticed your level
- ends up looking too dark or too bright after placing lights where desired.
- - Replace nodes that were copy-pasted with scene instances to make them easier
- to modify later.
- This is available in Godot by extending :ref:`class_EditorScript` in a script.
- This provides a way to run individual scripts in the editor without having to
- create an editor plugin.
- To create an EditorScript, right-click a folder or empty space in the FileSystem
- dock then choose **New > Script...**. In the script creation dialog, click the
- tree icon to choose an object to extend from (or enter ``EditorScript`` directly
- in the field on the left, though note this is case-sensitive):
- .. figure:: img/running_code_in_the_editor_creating_editor_script.webp
- :align: center
- :alt: Creating an editor script in the script editor creation dialog
- Creating an editor script in the script editor creation dialog
- This will automatically select a script template that is suited for
- EditorScripts, with a ``_run()`` method already inserted:
- ::
- @tool
- extends EditorScript
- # Called when the script is executed (using File -> Run in Script Editor).
- func _run():
- pass
- This ``_run()`` method is executed when you use **File > Run** or the keyboard
- shortcut :kbd:`Ctrl + Shift + X` while the EditorScript is the currently open
- script in the script editor. This keyboard shortcut is only effective when
- currently focused on the script editor.
- Scripts that extend EditorScript must be ``@tool`` scripts to function.
- .. danger::
- EditorScripts have no undo/redo functionality, so **make sure to save your
- scene before running one** if the script is designed to modify any data.
- To access nodes in the currently edited scene, use the
- :ref:`EditorScript.get_scene <class_EditorScript_method_get_scene>` method which
- returns the root Node of the currently edited scene. Here's an example that
- recursively gets all nodes in the currently edited scene and doubles the range
- of all OmniLight3D nodes:
- ::
- @tool
- extends EditorScript
- func _run():
- for node in get_all_children(get_scene()):
- if node is OmniLight3D:
- # Don't operate on instanced subscene children, as changes are lost
- # when reloading the scene.
- # See the "Instancing scenes" section below for a description of `owner`.
- var is_instanced_subscene_child = node != get_scene() and node.owner != get_scene()
- if not is_instanced_subscene_child:
- node.omni_range *= 2.0
- # This function is recursive: it calls itself to get lower levels of child nodes as needed.
- # `children_acc` is the accumulator parameter that allows this function to work.
- # It should be left to its default value when you call this function directly.
- func get_all_children(in_node, children_acc = []):
- children_acc.push_back(in_node)
- for child in in_node.get_children():
- children_acc = get_all_children(child, children_acc)
- return children_acc
- .. tip::
- You can change the currently edited scene at the top of the editor even
- while the Script view is open. This will affect the return value of
- :ref:`EditorScript.get_scene <class_EditorScript_method_get_scene>`, so make
- sure you've selected the scene you intend to iterate upon before running
- the script.
- Instancing scenes
- -----------------
- You can instantiate packed scenes normally and add them to the scene currently
- opened in the editor. By default, nodes or scenes added with
- :ref:`Node.add_child(node) <class_Node_method_add_child>` are **not** visible
- in the Scene tree dock and are **not** persisted to disk. If you wish the node
- or scene to be visible in the scene tree dock and persisted to disk when saving
- the scene, you need to set the child node's :ref:`owner <class_Node_property_owner>`
- property to the currently edited scene root.
- If you are using ``@tool``:
- .. tabs::
- .. code-tab:: gdscript GDScript
- func _ready():
- var node = Node3D.new()
- add_child(node) # Parent could be any node in the scene
- # The line below is required to make the node visible in the Scene tree dock
- # and persist changes made by the tool script to the saved scene file.
- node.owner = get_tree().edited_scene_root
- .. code-tab:: csharp
- public override void _Ready()
- {
- var node = new Node3D();
- AddChild(node); // Parent could be any node in the scene
- // The line below is required to make the node visible in the Scene tree dock
- // and persist changes made by the tool script to the saved scene file.
- node.Owner = GetTree().EditedSceneRoot;
- }
- If you are using :ref:`EditorScript<class_EditorScript>`:
- .. tabs::
- .. code-tab:: gdscript GDScript
- func _run():
- # `parent` could be any node in the scene.
- var parent = get_scene().get_node("Parent")
- var node = Node3D.new()
- parent.add_child(node)
- # The line below is required to make the node visible in the Scene tree dock
- # and persist changes made by the tool script to the saved scene file.
- node.owner = get_scene()
- .. code-tab:: csharp
- public override void _Run()
- {
- // `parent` could be any node in the scene.
- var parent = GetScene().GetNode("Parent");
- var node = new Node3D();
- parent.AddChild(node);
- // The line below is required to make the node visible in the Scene tree dock
- // and persist changes made by the tool script to the saved scene file.
- node.Owner = GetScene();
- }
- .. warning::
- Using ``@tool`` improperly can yield many errors. It is advised to first
- write the code how you want it, and only then add the ``@tool`` annotation to
- the top. Also, make sure to separate code that runs in-editor from code that
- runs in-game. This way, you can find bugs more easily.
|