Expose Script.get_global_name()
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2 changed files with 23 additions and 0 deletions
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@ -138,6 +138,8 @@ void Script::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_base_script"), &Script::get_base_script);
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ClassDB::bind_method(D_METHOD("get_instance_base_type"), &Script::get_instance_base_type);
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ClassDB::bind_method(D_METHOD("get_global_name"), &Script::get_global_name);
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ClassDB::bind_method(D_METHOD("has_script_signal", "signal_name"), &Script::has_script_signal);
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ClassDB::bind_method(D_METHOD("get_script_property_list"), &Script::_get_script_property_list);
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@ -24,6 +24,27 @@
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Returns the script directly inherited by this script.
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</description>
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</method>
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<method name="get_global_name" qualifiers="const">
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<return type="StringName" />
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<description>
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Returns the class name associated with the script, if there is one. Returns an empty string otherwise.
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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#.
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[codeblocks]
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[gdscript]
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class_name MyNode
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extends Node
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[/gdscript]
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[csharp]
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using Godot;
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[GlobalClass]
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public partial class MyNode : Node
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{
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}
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[/csharp]
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[/codeblocks]
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</description>
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</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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