EditorScript Launcher
by idbrii
EditorScript Launcher
Adds a hotbar with buttons for each of your editor scripts so you can write
scripts to speed up your Godot development. Scripts can specify custom UI so
you can pass parameters.
While Godot has built-in
EditorScript,
they only run from the code editor which means you can't see the scene and
can't run when using an external
editor.
Setup
Install and enable the addon as
usual.
Put your editor scripts in res://code/editor/ and make them extend
LaunchableScript
. See code/editor/layout_circle.gd and
code/editor/rename_selected.gd for examples.
You'll get a new "Script Launcher" button on the bottom toolbar that incldues
buttons for all of your scripts:
Example New Script
Add res://code/editor/rename_copy_first.gd:
tool
extends LaunchableScript
static func run_script(ed: EditorInterface, ui_root: Control):
var selection := LaunchableScript.get_selection_or_children(ed)
var name_of_first = selection[0].name.rstrip(" 0123456789")
for item in selection:
item.name = name_of_first
Hit Refresh, and now you'll have a new button!
Included scripts
Some of the included scripts as demonstrations of what's possible:
align_to_grid.gd
layout_circle.gd
rename_selected.gd
Troubleshooting
Sometimes Godot won't recompile your code so you'll have to disable + enable
the EditorScript-Launcher plugin or restart the editor.
License
MIT
Download
Support
If you need help or have questions about this plugin, please contact the author.
Contact Author