a3df26e554
Includes: * MarginContainer * NavigationPolygon * Node * NodePath * OS * PackedByteArray * PackedScene * PacketPeerUDP * PCKPacker * Performance * PhysicsShapeQueryParameters2D * PhysicsShapeQueryParameters3D * PrimitiveMesh * ProjectSettings Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
131 lines
5.5 KiB
XML
131 lines
5.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="PackedScene" inherits="Resource" version="4.0">
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<brief_description>
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An abstraction of a serialized scene.
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</brief_description>
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<description>
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A simplified interface to a scene file. Provides access to operations and checks that can be performed on the scene resource itself.
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Can be used to save a node to a file. When saving, the node as well as all the node it owns get saved (see [code]owner[/code] property on [Node]).
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[b]Note:[/b] The node doesn't need to own itself.
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[b]Example of loading a saved scene:[/b]
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[codeblocks]
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[gdscript]
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# Use load() instead of preload() if the path isn't known at compile-time.
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var scene = preload("res://scene.tscn").instance()
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# Add the node as a child of the node the script is attached to.
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add_child(scene)
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[/gdscript]
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[csharp]
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// C# has no preload, so you have to always use ResourceLoader.Load<PackedScene>().
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var scene = ResourceLoader.Load<PackedScene>("res://scene.tscn").Instance();
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// Add the node as a child of the node the script is attached to.
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AddChild(scene);
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[/csharp]
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[/codeblocks]
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[b]Example of saving a node with different owners:[/b] The following example creates 3 objects: [code]Node2D[/code] ([code]node[/code]), [code]RigidBody2D[/code] ([code]rigid[/code]) and [code]CollisionObject2D[/code] ([code]collision[/code]). [code]collision[/code] is a child of [code]rigid[/code] which is a child of [code]node[/code]. Only [code]rigid[/code] is owned by [code]node[/code] and [code]pack[/code] will therefore only save those two nodes, but not [code]collision[/code].
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[codeblocks]
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[gdscript]
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# Create the objects.
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var node = Node2D.new()
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var rigid = RigidBody2D.new()
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var collision = CollisionShape2D.new()
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# Create the object hierarchy.
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rigid.add_child(collision)
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node.add_child(rigid)
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# Change owner of `rigid`, but not of `collision`.
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rigid.owner = node
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var scene = PackedScene.new()
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# Only `node` and `rigid` are now packed.
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var result = scene.pack(node)
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if result == OK:
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var error = ResourceSaver.save("res://path/name.tscn", scene) # Or "user://..."
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if error != OK:
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push_error("An error occurred while saving the scene to disk.")
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[/gdscript]
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[csharp]
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// Create the objects.
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var node = new Node2D();
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var rigid = new RigidBody2D();
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var collision = new CollisionShape2D();
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// Create the object hierarchy.
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rigid.AddChild(collision);
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node.AddChild(rigid);
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// Change owner of `rigid`, but not of `collision`.
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rigid.Owner = node;
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var scene = new PackedScene();
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// Only `node` and `rigid` are now packed.
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Error result = scene.Pack(node);
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if (result == Error.Ok)
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{
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Error error = ResourceSaver.Save("res://path/name.tscn", scene); // Or "user://..."
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if (error != Error.Ok)
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{
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GD.PushError("An error occurred while saving the scene to disk.");
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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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<tutorials>
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<link title="2D Role Playing Game Demo">https://godotengine.org/asset-library/asset/520</link>
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</tutorials>
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<methods>
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<method name="can_instance" qualifiers="const">
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<return type="bool">
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</return>
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<description>
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Returns [code]true[/code] if the scene file has nodes.
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</description>
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</method>
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<method name="get_state">
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<return type="SceneState">
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</return>
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<description>
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Returns the [code]SceneState[/code] representing the scene file contents.
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</description>
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</method>
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<method name="instance" qualifiers="const">
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<return type="Node">
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</return>
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<argument index="0" name="edit_state" type="int" enum="PackedScene.GenEditState" default="0">
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</argument>
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<description>
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Instantiates the scene's node hierarchy. Triggers child scene instantiation(s). Triggers a [constant Node.NOTIFICATION_INSTANCED] notification on the root node.
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</description>
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</method>
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<method name="pack">
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<return type="int" enum="Error">
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</return>
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<argument index="0" name="path" type="Node">
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</argument>
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<description>
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Pack will ignore any sub-nodes not owned by given node. See [member Node.owner].
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</description>
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</method>
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</methods>
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<members>
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<member name="_bundled" type="Dictionary" setter="_set_bundled_scene" getter="_get_bundled_scene" default="{"conn_count": 0,"conns": PackedInt32Array( ),"editable_instances": [ ],"names": PackedStringArray( ),"node_count": 0,"node_paths": [ ],"nodes": PackedInt32Array( ),"variants": [ ],"version": 2}">
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A dictionary representation of the scene contents.
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Available keys include "rnames" and "variants" for resources, "node_count", "nodes", "node_paths" for nodes, "editable_instances" for base scene children overrides, "conn_count" and "conns" for signal connections, and "version" for the format style of the PackedScene.
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</member>
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</members>
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<constants>
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<constant name="GEN_EDIT_STATE_DISABLED" value="0" enum="GenEditState">
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If passed to [method instance], blocks edits to the scene state.
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</constant>
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<constant name="GEN_EDIT_STATE_INSTANCE" value="1" enum="GenEditState">
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If passed to [method instance], provides local scene resources to the local scene.
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[b]Note:[/b] Only available in editor builds.
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</constant>
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<constant name="GEN_EDIT_STATE_MAIN" value="2" enum="GenEditState">
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If passed to [method instance], provides local scene resources to the local scene. Only the main scene should receive the main edit state.
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[b]Note:[/b] Only available in editor builds.
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</constant>
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</constants>
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</class>
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