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								<?xml version="1.0" encoding="UTF-8" ?>  
						 
					
						
							
								
									
										
										
										
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								<class  name= "EditorScript"  inherits= "RefCounted"  version= "4.0"  xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance"  xsi:noNamespaceSchemaLocation= "../class.xsd" >  
						 
					
						
							
								
									
										
										
										
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									<brief_description > 
							 
						 
					
						
							
								
									
										
										
										
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										Base script that can be used to add extension functions to the editor.
							 
						 
					
						
							
								
									
										
										
										
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									</brief_description> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									<description > 
							 
						 
					
						
							
								
									
										
										
										
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										Scripts extending this class and implementing its [method _run] method can be executed from the Script Editor's [b]File >  Run[/b] menu option (or by pressing [kbd]Ctrl + Shift + X[/kbd]) 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.
							 
						 
					
						
							
								
									
										
										
										
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										[b]Note:[/b] Extending scripts need to have [code]tool[/code] mode enabled.
							 
						 
					
						
							
								
									
										
										
										
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										[b]Example script:[/b]
							 
						 
					
						
							
								
									
										
										
										
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										[codeblocks]
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										[gdscript]
							 
						 
					
						
							
								
									
										
										
										
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										tool
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										extends EditorScript
							 
						 
					
						
							
								
									
										
										
										
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										func _run():
							 
						 
					
						
							
								
									
										
										
										
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										    print("Hello from the Godot Editor!")
							 
						 
					
						
							
								
									
										
										
										
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										[/gdscript]
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										[csharp]
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										using Godot;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										using System;
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										[Tool]
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										public class HelloEditor : EditorScript
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										{
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										    public override void _Run()
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										    {
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										        GD.Print("Hello from the Godot Editor!");
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										    }
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										}
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										[/csharp]
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										[/codeblocks]
							 
						 
					
						
							
								
									
										
										
										
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										[b]Note:[/b] 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 [b]Output[/b] dock.
							 
						 
					
						
							
								
									
										
										
										
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									</description> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									<tutorials > 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									</tutorials> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									<methods > 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										<method  name= "_run"  qualifiers= "virtual" > 
							 
						 
					
						
							
								
									
										
										
										
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											<return  type= "void"  /> 
							 
						 
					
						
							
								
									
										
										
										
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											<description > 
							 
						 
					
						
							
								
									
										
										
										
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												This method is executed by the Editor when [b]File >  Run[/b] is used.
							 
						 
					
						
							
								
									
										
										
										
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											</description> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										</method> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										<method  name= "add_root_node" > 
							 
						 
					
						
							
								
									
										
										
										
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											<return  type= "void"  /> 
							 
						 
					
						
							
								
									
										
										
										
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											<param  index= "0"  name= "node"  type= "Node"  /> 
							 
						 
					
						
							
								
									
										
										
										
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											<description > 
							 
						 
					
						
							
								
									
										
										
										
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												Adds [code]node[/code] as a child of the root node in the editor context.
							 
						 
					
						
							
								
									
										
										
										
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												[b]Warning:[/b] The implementation of this method is currently disabled.
							 
						 
					
						
							
								
									
										
										
										
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											</description> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										</method> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										<method  name= "get_editor_interface" > 
							 
						 
					
						
							
								
									
										
										
										
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											<return  type= "EditorInterface"  /> 
							 
						 
					
						
							
								
									
										
										
										
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											<description > 
							 
						 
					
						
							
								
									
										
										
										
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												Returns the [EditorInterface] singleton instance.
							 
						 
					
						
							
								
									
										
										
										
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											</description> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										</method> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										<method  name= "get_scene" > 
							 
						 
					
						
							
								
									
										
										
										
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											<return  type= "Node"  /> 
							 
						 
					
						
							
								
									
										
										
										
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											<description > 
							 
						 
					
						
							
								
									
										
										
										
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												Returns the Editor's currently active scene.
							 
						 
					
						
							
								
									
										
										
										
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											</description> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										</method> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									</methods> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								</class>