class_visualscripteditor.rst 2.2 KB

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  1. .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
  2. .. DO NOT EDIT THIS FILE, but the VisualScriptEditor.xml source instead.
  3. .. The source is found in doc/classes or modules/<name>/doc_classes.
  4. .. _class_VisualScriptEditor:
  5. VisualScriptEditor
  6. ==================
  7. **Inherits:** :ref:`Object<class_object>`
  8. **Category:** Core
  9. Brief Description
  10. -----------------
  11. Member Functions
  12. ----------------
  13. +-------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  14. | void | :ref:`add_custom_node<class_VisualScriptEditor_add_custom_node>` **(** :ref:`String<class_string>` name, :ref:`String<class_string>` category, :ref:`Script<class_script>` script **)** |
  15. +-------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  16. | void | :ref:`remove_custom_node<class_VisualScriptEditor_remove_custom_node>` **(** :ref:`String<class_string>` name, :ref:`String<class_string>` category **)** |
  17. +-------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  18. Signals
  19. -------
  20. .. _class_VisualScriptEditor_custom_nodes_updated:
  21. - **custom_nodes_updated** **(** **)**
  22. Emitted when a custom Visual Script node is added or removed.
  23. Member Function Description
  24. ---------------------------
  25. .. _class_VisualScriptEditor_add_custom_node:
  26. - void **add_custom_node** **(** :ref:`String<class_string>` name, :ref:`String<class_string>` category, :ref:`Script<class_script>` script **)**
  27. Add a custom Visual Script node to the editor. It'll be placed under "Custom Nodes" with the ``category`` as the parameter.
  28. .. _class_VisualScriptEditor_remove_custom_node:
  29. - void **remove_custom_node** **(** :ref:`String<class_string>` name, :ref:`String<class_string>` category **)**
  30. Remove a custom Visual Script node from the editor. Custom nodes already placed on scripts won't be removed.