145 lines
4.7 KiB
Text
145 lines
4.7 KiB
Text
|
.. _doc_overridable_functions:
|
||
|
|
||
|
Overridable functions
|
||
|
=====================
|
||
|
|
||
|
Godot's Node class provides virtual functions you can override to update nodes
|
||
|
every frame or on specific events, like when they enter the scene tree.
|
||
|
|
||
|
This document presents the ones you'll use most often.
|
||
|
|
||
|
.. seealso:: Under the hood, these functions rely on Godot's low-level
|
||
|
notifications system. To learn more about it, see
|
||
|
:ref:`doc_godot_notifications`.
|
||
|
|
||
|
Two functions allow you to initialize and get nodes, besides the class's
|
||
|
constructor: ``_enter_tree()`` and ``_ready()``.
|
||
|
|
||
|
When the node enters the Scene Tree, it becomes active and the engine calls its
|
||
|
``_enter_tree()`` method. That node's children may not be part of the active scene yet. As
|
||
|
you can remove and re-add nodes to the scene tree, this function may be called
|
||
|
multiple times throughout a node's lifetime.
|
||
|
|
||
|
Most of the time, you'll use ``_ready()`` instead. This function is called only
|
||
|
once in a node's lifetime, after ``_enter_tree()``. ``_ready()`` ensures that all children
|
||
|
have entered the scene tree first, so you can safely call ``get_node()`` on it.
|
||
|
|
||
|
.. seealso:: To learn more about getting node references, read
|
||
|
:ref:`doc_nodes_and_scene_instances`.
|
||
|
|
||
|
Another related callback is ``_exit_tree()``, which the engine calls every time
|
||
|
a node exits the scene tree. This can be when you call :ref:`Node.remove_child()
|
||
|
<class_Node_method_remove_child>` or when you free a node.
|
||
|
|
||
|
.. tabs::
|
||
|
.. code-tab:: gdscript GDScript
|
||
|
|
||
|
# Called every time the node enters the scene tree.
|
||
|
func _enter_tree():
|
||
|
pass
|
||
|
|
||
|
# Called when both the node and its children have entered the scene tree.
|
||
|
func _ready():
|
||
|
pass
|
||
|
|
||
|
# Called when the node is about to leave the scene tree, after all its
|
||
|
# children received the _exit_tree() callback.
|
||
|
func _exit_tree():
|
||
|
pass
|
||
|
|
||
|
.. code-tab:: csharp
|
||
|
|
||
|
// Called every time the node enters the scene tree.
|
||
|
public override void _EnterTree()
|
||
|
{
|
||
|
base._EnterTree();
|
||
|
}
|
||
|
|
||
|
// Called when both the node and its children have entered the scene tree.
|
||
|
public override void _Ready()
|
||
|
{
|
||
|
base._Ready();
|
||
|
}
|
||
|
|
||
|
// Called when the node is about to leave the scene tree, after all its
|
||
|
// children.
|
||
|
public override void _ExitTree()
|
||
|
{
|
||
|
base._ExitTree();
|
||
|
}
|
||
|
|
||
|
The two virtual methods ``_process()`` and ``_physics_process()`` allow you to
|
||
|
update the node, every frame and every physics frame respectively. For more
|
||
|
information, read the dedicated documentation:
|
||
|
:ref:`doc_idle_and_physics_processing`.
|
||
|
|
||
|
.. tabs::
|
||
|
.. code-tab:: gdscript GDScript
|
||
|
|
||
|
# Called every frame, as often as possible.
|
||
|
func _process(delta):
|
||
|
pass
|
||
|
|
||
|
# Called every physics frame.
|
||
|
func _physics_process(delta):
|
||
|
pass
|
||
|
|
||
|
.. code-tab:: csharp
|
||
|
|
||
|
public override void _Process(float delta)
|
||
|
{
|
||
|
// Called every frame, as often as possible.
|
||
|
base._Process(delta);
|
||
|
}
|
||
|
|
||
|
public override void _PhysicsProcess(float delta)
|
||
|
{
|
||
|
// Called every physics frame.
|
||
|
base._PhysicsProcess(delta);
|
||
|
}
|
||
|
|
||
|
Two more essential built-in node callback functions are
|
||
|
:ref:`Node._unhandled_input() <class_Node_method__unhandled_input>` and
|
||
|
:ref:`Node._input() <class_Node_method__input>`, which you use to both receive
|
||
|
and process individual input events. The ``_unhandled_input()`` method receives
|
||
|
every key press, mouse click, etc. that have not been handled already in an
|
||
|
``_input()`` callback or in a user interface component. You want to use it for
|
||
|
gameplay input in general. The ``_input()`` callback allows you to intercept and
|
||
|
process input events before ``_unhandled_input()`` gets them.
|
||
|
|
||
|
To learn more about inputs in Godot, see the :ref:`Input section <toc-learn-features-inputs>`.
|
||
|
|
||
|
.. tabs::
|
||
|
.. code-tab:: gdscript GDScript
|
||
|
|
||
|
# Called once for every event.
|
||
|
func _unhandled_input(event):
|
||
|
pass
|
||
|
|
||
|
# Called once for every event, before _unhandled_input(), allowing you to
|
||
|
# consume some events.
|
||
|
func _input(event):
|
||
|
pass
|
||
|
|
||
|
.. code-tab:: csharp
|
||
|
|
||
|
// Called once for every event.
|
||
|
public override void _UnhandledInput(InputEvent @event)
|
||
|
{
|
||
|
base._UnhandledInput(event);
|
||
|
}
|
||
|
|
||
|
// Called once for every event, before _unhandled_input(), allowing you to
|
||
|
// consume some events.
|
||
|
public override void _Input(InputEvent @event)
|
||
|
{
|
||
|
base._Input(event);
|
||
|
}
|
||
|
|
||
|
There are some more overridable functions like
|
||
|
:ref:`Node._get_configuration_warning()
|
||
|
<class_Node_method__get_configuration_warning>`. Specialized node types provide
|
||
|
more callbacks like :ref:`CanvasItem._draw() <class_CanvasItem_method__draw>` to
|
||
|
draw programmatically or :ref:`Control._gui_input()
|
||
|
<class_Control_method__gui_input>` to handle clicks and input on UI elements.
|