Class EditorScenePostImportPlugin
- Namespace
- Godot
- Assembly
- GodotSharpEditor.dll
This plugin type exists to modify the process of importing scenes, allowing to change the content as well as add importer options at every stage of the process.
public class EditorScenePostImportPlugin : RefCounted, IDisposable
- Inheritance
-
EditorScenePostImportPlugin
- Implements
- Inherited Members
Constructors
EditorScenePostImportPlugin()
public EditorScenePostImportPlugin()
Methods
AddImportOption(string, Variant)
Add a specific import option (name and default value only). This function can only be called from _GetImportOptions(string) and _GetInternalImportOptions(int).
public void AddImportOption(string name, Variant value)
Parameters
AddImportOptionAdvanced(Type, string, Variant, PropertyHint, string, int)
Add a specific import option. This function can only be called from _GetImportOptions(string) and _GetInternalImportOptions(int).
public void AddImportOptionAdvanced(Variant.Type type, string name, Variant defaultValue, PropertyHint hint = PropertyHint.None, string hintString = "", int usageFlags = 6)
Parameters
type
Variant.Typename
stringdefaultValue
Varianthint
PropertyHinthintString
stringusageFlags
int
GetOptionValue(StringName)
Query the value of an option. This function can only be called from those querying visibility, or processing.
public Variant GetOptionValue(StringName name)
Parameters
name
StringName
Returns
HasGodotClassMethod(in godot_string_name)
Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.
protected override bool HasGodotClassMethod(in godot_string_name method)
Parameters
method
godot_string_nameName of the method to check for.
Returns
HasGodotClassSignal(in godot_string_name)
Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.
protected override bool HasGodotClassSignal(in godot_string_name signal)
Parameters
signal
godot_string_nameName of the signal to check for.
Returns
InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)
Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.
protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)
Parameters
method
godot_string_nameName of the method to invoke.
args
NativeVariantPtrArgsArguments to use with the invoked method.
ret
godot_variantValue returned by the invoked method.
Returns
_GetImportOptions(string)
Override to add general import options. These will appear in the main import dock on the editor. Add options via AddImportOption(string, Variant) and AddImportOptionAdvanced(Type, string, Variant, PropertyHint, string, int).
public virtual void _GetImportOptions(string path)
Parameters
path
string
_GetInternalImportOptions(int)
Override to add internal import options. These will appear in the 3D scene import dialog. Add options via AddImportOption(string, Variant) and AddImportOptionAdvanced(Type, string, Variant, PropertyHint, string, int).
public virtual void _GetInternalImportOptions(int category)
Parameters
category
int
_GetInternalOptionUpdateViewRequired(int, string)
Return true whether updating the 3D view of the import dialog needs to be updated if an option has changed.
public virtual Variant _GetInternalOptionUpdateViewRequired(int category, string option)
Parameters
Returns
_GetInternalOptionVisibility(int, bool, string)
Return true or false whether a given option should be visible. Return null to ignore.
public virtual Variant _GetInternalOptionVisibility(int category, bool forAnimation, string option)
Parameters
Returns
_GetOptionVisibility(string, bool, string)
Return true or false whether a given option should be visible. Return null to ignore.
public virtual Variant _GetOptionVisibility(string path, bool forAnimation, string option)
Parameters
Returns
_InternalProcess(int, Node, Node, Resource)
Process a specific node or resource for a given category.
public virtual void _InternalProcess(int category, Node baseNode, Node node, Resource resource)
Parameters
_PostProcess(Node)
Post process the scene. This function is called after the final scene has been configured.
public virtual void _PostProcess(Node scene)
Parameters
scene
Node
_PreProcess(Node)
Pre Process the scene. This function is called right after the scene format loader loaded the scene and no changes have been made.
public virtual void _PreProcess(Node scene)
Parameters
scene
Node