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1fc9f10b2d
- Updated _bundled description to refer to "names" key instead of "rnames" - Added description for pack method
130 lines
5.9 KiB
XML
130 lines
5.9 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="PackedScene" 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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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 nodes it owns get saved (see [member Node.owner] property).
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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").instantiate()
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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").Instantiate();
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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: [Node2D] ([code]node[/code]), [RigidBody2D] ([code]body[/code]) and [CollisionObject2D] ([code]collision[/code]). [code]collision[/code] is a child of [code]body[/code] which is a child of [code]node[/code]. Only [code]body[/code] is owned by [code]node[/code] and [method pack] 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 body = RigidBody2D.new()
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var collision = CollisionShape2D.new()
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# Create the object hierarchy.
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body.add_child(collision)
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node.add_child(body)
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# Change owner of `body`, but not of `collision`.
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body.owner = node
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var scene = PackedScene.new()
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# Only `node` and `body` 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(scene, "res://path/name.tscn") # 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 body = new RigidBody2D();
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var collision = new CollisionShape2D();
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// Create the object hierarchy.
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body.AddChild(collision);
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node.AddChild(body);
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// Change owner of `body`, but not of `collision`.
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body.Owner = node;
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var scene = new PackedScene();
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// Only `node` and `body` 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(scene, "res://path/name.tscn"); // 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 (RPG) Demo">https://godotengine.org/asset-library/asset/2729</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 scene file has nodes.
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</description>
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</method>
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<method name="get_state" qualifiers="const">
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<return type="SceneState" />
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<description>
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Returns the [SceneState] representing the scene file contents.
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</description>
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</method>
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<method name="instantiate" qualifiers="const" keywords="create, make, spawn, new">
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<return type="Node" />
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<param index="0" name="edit_state" type="int" enum="PackedScene.GenEditState" default="0" />
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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_SCENE_INSTANTIATED] 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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<param index="0" name="path" type="Node" />
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<description>
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Packs the [param path] node, and all owned sub-nodes, into this [PackedScene]. Any existing data will be cleared. 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": 3 }">
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A dictionary representation of the scene contents.
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Available keys include "names" and "variants" for resources, "node_count", "nodes", "node_paths" for nodes, "editable_instances" for paths to overridden nodes, "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 instantiate], 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 instantiate], 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 instantiate], 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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<constant name="GEN_EDIT_STATE_MAIN_INHERITED" value="3" enum="GenEditState">
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It's similar to [constant GEN_EDIT_STATE_MAIN], but for the case where the scene is being instantiated to be the base of another one.
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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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