Base script that can be used to add extension functions to the editor.
	
	
		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.
		[b]Note:[/b] Extending scripts need to have [code]tool[/code] mode enabled.
		[b]Example script:[/b]
		[codeblocks]
		[gdscript]
		tool
		extends EditorScript
		func _run():
		    print("Hello from the Godot Editor!")
		[/gdscript]
		[csharp]
		using Godot;
		using System;
		[Tool]
		public class HelloEditor : EditorScript
		{
		    public override void _Run()
		    {
		        GD.Print("Hello from the Godot Editor!");
		    }
		}
		[/csharp]
		[/codeblocks]
		[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.
	
	
	
	
		
			
			
			
				This method is executed by the Editor when [b]File > Run[/b] is used.
			
		
		
			
			
			
			
			
				Adds [code]node[/code] as a child of the root node in the editor context.
				[b]Warning:[/b] The implementation of this method is currently disabled.
			
		
		
			
			
			
				Returns the [EditorInterface] singleton instance.
			
		
		
			
			
			
				Returns the Editor's currently active scene.