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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "Script" inherits= "Resource" xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation= "../class.xsd" >
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<brief_description >
A class stored as a resource.
</brief_description>
<description >
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A class stored as a resource. A script extends the functionality of all objects that instantiate it.
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This is the base class for all scripts and should not be used directly. Trying to create a new script with this class will result in an error.
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The [code]new[/code] method of a script subclass creates a new instance. [method Object.set_script] extends an existing object, if that object's class matches one of the script's base classes.
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</description>
<tutorials >
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<link title= "Scripting documentation index" > $DOCS_URL/tutorials/scripting/index.html</link>
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</tutorials>
<methods >
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<method name= "can_instantiate" qualifiers= "const" >
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<return type= "bool" />
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<description >
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Returns [code]true[/code] if the script can be instantiated.
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</description>
</method>
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<method name= "get_base_script" qualifiers= "const" >
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<return type= "Script" />
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<description >
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Returns the script directly inherited by this script.
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</description>
</method>
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<method name= "get_global_name" qualifiers= "const" >
<return type= "StringName" />
<description >
Returns the class name associated with the script, if there is one. Returns an empty string otherwise.
To give the script a global name, you can use the [code]class_name[/code] keyword in GDScript and the [code][GlobalClass][/code] attribute in C#.
[codeblocks]
[gdscript]
class_name MyNode
extends Node
[/gdscript]
[csharp]
using Godot;
[GlobalClass]
public partial class MyNode : Node
{
}
[/csharp]
[/codeblocks]
</description>
</method>
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<method name= "get_instance_base_type" qualifiers= "const" >
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<return type= "StringName" />
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<description >
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Returns the script's base type.
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</description>
</method>
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<method name= "get_property_default_value" >
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<return type= "Variant" />
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<param index= "0" name= "property" type= "StringName" />
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<description >
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Returns the default value of the specified property.
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</description>
</method>
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<method name= "get_rpc_config" qualifiers= "const" >
<return type= "Variant" />
<description >
Returns a [Dictionary] mapping method names to their RPC configuration defined by this script.
</description>
</method>
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<method name= "get_script_constant_map" >
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<return type= "Dictionary" />
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<description >
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Returns a dictionary containing constant names and their values.
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</description>
</method>
<method name= "get_script_method_list" >
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<return type= "Dictionary[]" />
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<description >
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Returns the list of methods in this [Script].
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</description>
</method>
<method name= "get_script_property_list" >
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<return type= "Dictionary[]" />
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<description >
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Returns the list of properties in this [Script].
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</description>
</method>
<method name= "get_script_signal_list" >
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<return type= "Dictionary[]" />
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<description >
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Returns the list of user signals defined in this [Script].
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</description>
</method>
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<method name= "has_script_signal" qualifiers= "const" >
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<return type= "bool" />
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<param index= "0" name= "signal_name" type= "StringName" />
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<description >
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Returns [code]true[/code] if the script, or a base class, defines a signal with the given name.
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</description>
</method>
<method name= "has_source_code" qualifiers= "const" >
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<return type= "bool" />
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<description >
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Returns [code]true[/code] if the script contains non-empty source code.
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[b]Note:[/b] If a script does not have source code, this does not mean that it is invalid or unusable. For example, a [GDScript] that was exported with binary tokenization has no source code, but still behaves as expected and could be instantiated. This can be checked with [method can_instantiate].
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</description>
</method>
<method name= "instance_has" qualifiers= "const" >
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<return type= "bool" />
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<param index= "0" name= "base_object" type= "Object" />
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<description >
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Returns [code]true[/code] if [param base_object] is an instance of this script.
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</description>
</method>
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<method name= "is_abstract" qualifiers= "const" >
<return type= "bool" />
<description >
Returns [code]true[/code] if the script is an abstract script. An abstract script does not have a constructor and cannot be instantiated.
</description>
</method>
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<method name= "is_tool" qualifiers= "const" >
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<return type= "bool" />
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<description >
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Returns [code]true[/code] if the script is a tool script. A tool script can run in the editor.
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</description>
</method>
<method name= "reload" >
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<return type= "int" enum= "Error" />
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<param index= "0" name= "keep_state" type= "bool" default= "false" />
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<description >
Reloads the script's class implementation. Returns an error code.
</description>
</method>
</methods>
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<members >
<member name= "source_code" type= "String" setter= "set_source_code" getter= "get_source_code" >
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The script source code or an empty string if source code is not available. When set, does not reload the class implementation automatically.
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</member>
</members>
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</class>