/** * Scripts extending this class and implementing its [method _run] method can be executed from the Script Editor's **File > Run** menu option (or by pressing `Ctrl+Shift+X`) 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. * * **Note:** Extending scripts need to have `tool` mode enabled. * * **Example script:** * * @example * * tool * extends EditorScript * func _run(): * print("Hello from the Godot Editor!") * @summary * * * **Note:** 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 **Output** dock. * */ declare class EditorScript extends Reference { /** * Scripts extending this class and implementing its [method _run] method can be executed from the Script Editor's **File > Run** menu option (or by pressing `Ctrl+Shift+X`) 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. * * **Note:** Extending scripts need to have `tool` mode enabled. * * **Example script:** * * @example * * tool * extends EditorScript * func _run(): * print("Hello from the Godot Editor!") * @summary * * * **Note:** 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 **Output** dock. * */ new(): EditorScript; static "new"(): EditorScript /** This method is executed by the Editor when [b]File > Run[/b] is used. */ protected _run(): void; /** * Adds `node` as a child of the root node in the editor context. * * **Warning:** The implementation of this method is currently disabled. * */ add_root_node(node: Node): void; /** Returns the [EditorInterface] singleton instance. */ get_editor_interface(): EditorInterface; /** Returns the Editor's currently active scene. */ get_scene(): Node; connect>(signal: T, method: SignalFunction): number; }