ScriptCreateDialog
Inherits: ConfirmationDialog < AcceptDialog < Window < Viewport < Node < Object
Godot editor’s popup dialog for creating new Script files.
Description
The ScriptCreateDialog creates script files according to a given template for a given scripting language. The standard use is to configure its fields prior to calling one of the Window.popup methods.
GDScriptC#
func _ready():
var dialog = ScriptCreateDialog.new();
dialog.config("Node", "res://new_node.gd") # For in-engine types.
dialog.config("\"res://base_node.gd\"", "res://derived_node.gd") # For script types.
dialog.popup_centered()
public override void _Ready()
{
var dialog = new ScriptCreateDialog();
dialog.Config("Node", "res://NewNode.cs"); // For in-engine types.
dialog.Config("\"res://BaseNode.cs\"", "res://DerivedNode.cs"); // For script types.
dialog.PopupCentered();
}
Properties
dialog_hide_on_ok |
| |
ok_button_text |
| |
title |
|
Methods
void | config(inherits: String, path: String, built_in_enabled: bool = true, load_enabled: bool = true) |
Signals
script_created(script: Script) 🔗
Emitted when the user clicks the OK button.
Method Descriptions
void config(inherits: String, path: String, built_in_enabled: bool = true, load_enabled: bool = true) 🔗
Prefills required fields to configure the ScriptCreateDialog for use.
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