ScriptEditor

Inherits: PanelContainer < Container < Control < CanvasItem < Node < Object

Godot editor’s script editor.

Description

Note: This class shouldn’t be instantiated directly. Instead, access the singleton using EditorInterface.get_script_editor.

Methods

bool

can_drop_data_fw ( Vector2 point, Variant data, Control from ) const

void

drop_data_fw ( Vector2 point, Variant data, Control from )

Script

get_current_script ( )

Variant

get_drag_data_fw ( Vector2 point, Control from )

Array

get_open_scripts ( ) const

void

goto_line ( int line_number )

void

open_script_create_dialog ( String base_name, String base_path )

void

reload_scripts ( )

Signals

  • editor_script_changed ( Script script )

Emitted when user changed active script. Argument is a freshly activated Script.


  • script_close ( Script script )

Emitted when editor is about to close the active script. Argument is a Script that is going to be closed.

Method Descriptions



  • Script get_current_script ( )

Returns a Script that is currently active in editor.



  • Array get_open_scripts ( ) const

Returns an array with all Script objects which are currently open in editor.


  • void goto_line ( int line_number )

Goes to the specified line in the current script.


  • void open_script_create_dialog ( String base_name, String base_path )

Opens the script create dialog. The script will extend base_name. The file extension can be omitted from base_path. It will be added based on the selected scripting language.


  • void reload_scripts ( )

Reload all currently opened scripts from disk in case the file contents are newer.