131 lines
4.9 KiB
XML
131 lines
4.9 KiB
XML
<?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>
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A class stored as a resource.
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</brief_description>
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<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>
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<tutorials>
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<link title="Scripting documentation index">$DOCS_URL/tutorials/scripting/index.html</link>
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</tutorials>
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<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>
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</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>
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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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Returns the script's base type.
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</description>
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</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>
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</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>
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</method>
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<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>
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</method>
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<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>
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</method>
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<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>
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</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>
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</method>
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<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>
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</method>
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<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>
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</method>
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<method name="is_abstract" 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 an abstract script. An abstract script does not have a constructor and cannot be instantiated.
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</description>
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</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>
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</method>
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<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>
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Reloads the script's class implementation. Returns an error code.
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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="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>
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</members>
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</class>
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