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Merge pull request #4247 from NathanLovato/gdscript-2.0

First pass on GDScript 2.0 docs
Nathan Lovato 4 роки тому
батько
коміт
6c231ffa14

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+ 419 - 318
tutorials/scripting/gdscript/gdscript_basics.rst


+ 47 - 96
tutorials/scripting/gdscript/gdscript_exports.rst

@@ -9,14 +9,14 @@ Introduction to exports
 In Godot, class members can be exported. This means their value gets saved along
 In Godot, class members can be exported. This means their value gets saved along
 with the resource (such as the :ref:`scene <class_PackedScene>`) they're
 with the resource (such as the :ref:`scene <class_PackedScene>`) they're
 attached to. They will also be available for editing in the property editor.
 attached to. They will also be available for editing in the property editor.
-Exporting is done by using the ``export`` keyword::
+Exporting is done by using the ``@export`` annotation::
 
 
     extends Button
     extends Button
 
 
-    export var number = 5 # Value will be saved and visible in the property editor.
+    @export var number = 5 # Value will be saved and visible in the property editor.
 
 
-An exported variable must be initialized to a constant expression or have an
-export hint in the form of an argument to the ``export`` keyword (see the
+An exported variable must be initialized to a constant expression or have a type specifier
+in the variable. Some of the export annotations have a specific type and don't need the variable to be typed (see the
 *Examples* section below).
 *Examples* section below).
 
 
 One of the fundamental benefits of exporting member variables is to have
 One of the fundamental benefits of exporting member variables is to have
@@ -24,6 +24,8 @@ them visible and editable in the editor. This way, artists and game designers
 can modify values that later influence how the program runs. For this, a
 can modify values that later influence how the program runs. For this, a
 special export syntax is provided.
 special export syntax is provided.
 
 
+Exporting can only be done with built-in types or objects derived from the :ref:`Resource class <class_Resource>`.
+
 .. note::
 .. note::
 
 
     Exporting properties can also be done in other languages such as C#.
     Exporting properties can also be done in other languages such as C#.
@@ -37,99 +39,102 @@ Examples
     # If the exported value assigns a constant or constant expression,
     # If the exported value assigns a constant or constant expression,
     # the type will be inferred and used in the editor.
     # the type will be inferred and used in the editor.
 
 
-    export var number = 5
+    @export var number = 5
 
 
-    # Export can take a basic data type as an argument, which will be
-    # used in the editor.
+    # If there's no default value, you can add a type to the variable.
 
 
-    export(int) var number
+    @export var number: int
 
 
-    # Export can also take a resource type to use as a hint.
+    # Export works with resource types.
 
 
-    export(Texture) var character_face
-    export(PackedScene) var scene_file
+    @export var character_face: Texture
+    @export var scene_file: PackedScene
     # There are many resource types that can be used this way, try e.g.
     # There are many resource types that can be used this way, try e.g.
     # the following to list them:
     # the following to list them:
-    export(Resource) var resource
+    @export var resource: Resource
 
 
     # Integers and strings hint enumerated values.
     # Integers and strings hint enumerated values.
 
 
     # Editor will enumerate as 0, 1 and 2.
     # Editor will enumerate as 0, 1 and 2.
-    export(int, "Warrior", "Magician", "Thief") var character_class
-    # Editor will enumerate with string names.
-    export(String, "Rebecca", "Mary", "Leah") var character_name
+    @export_enum("Warrior", "Magician", "Thief") var character_class
+    # If type is String, editor will enumerate with string names.
+    @export_enum("Rebecca", "Mary", "Leah") var character_name: String
 
 
     # Named enum values
     # Named enum values
 
 
     # Editor will enumerate as THING_1, THING_2, ANOTHER_THING.
     # Editor will enumerate as THING_1, THING_2, ANOTHER_THING.
     enum NamedEnum {THING_1, THING_2, ANOTHER_THING = -1}
     enum NamedEnum {THING_1, THING_2, ANOTHER_THING = -1}
-    export(NamedEnum) var x
+    @export var x: NamedEnum
 
 
     # Strings as paths
     # Strings as paths
 
 
     # String is a path to a file.
     # String is a path to a file.
-    export(String, FILE) var f
+    @export_file var f
     # String is a path to a directory.
     # String is a path to a directory.
-    export(String, DIR) var f
+    @export_dir var f
     # String is a path to a file, custom filter provided as hint.
     # String is a path to a file, custom filter provided as hint.
-    export(String, FILE, "*.txt") var f
+    @export_file("*.txt") var f
 
 
     # Using paths in the global filesystem is also possible,
     # Using paths in the global filesystem is also possible,
-    # but only in scripts in "tool" mode.
+    # but only in scripts in tool mode.
 
 
     # String is a path to a PNG file in the global filesystem.
     # String is a path to a PNG file in the global filesystem.
-    export(String, FILE, GLOBAL, "*.png") var tool_image
+    @export_global_file("*.png") var tool_image
     # String is a path to a directory in the global filesystem.
     # String is a path to a directory in the global filesystem.
-    export(String, DIR, GLOBAL) var tool_dir
+    @export_global_dir var tool_dir
 
 
-    # The MULTILINE setting tells the editor to show a large input
+    # The multiline annotation tells the editor to show a large input
     # field for editing over multiple lines.
     # field for editing over multiple lines.
-    export(String, MULTILINE) var text
+    @export_multiline var text
 
 
     # Limiting editor input ranges
     # Limiting editor input ranges
 
 
     # Allow integer values from 0 to 20.
     # Allow integer values from 0 to 20.
-    export(int, 20) var i
+    @export_range(0, 20) var i
     # Allow integer values from -10 to 20.
     # Allow integer values from -10 to 20.
-    export(int, -10, 20) var j
+    @export_range(-10, 20) var j
     # Allow floats from -10 to 20 and snap the value to multiples of 0.2.
     # Allow floats from -10 to 20 and snap the value to multiples of 0.2.
-    export(float, -10, 20, 0.2) var k
+    @export_range(-10, 20, 0.2) var k: float
+    # The limits can be only for the slider if you add the hints "or_greater" and/or "or_lesser".
+    @export_range(0, 100, 1, "or_greater", "or_lesser")
     # Allow values 'y = exp(x)' where 'y' varies between 100 and 1000
     # Allow values 'y = exp(x)' where 'y' varies between 100 and 1000
     # while snapping to steps of 20. The editor will present a
     # while snapping to steps of 20. The editor will present a
     # slider for easily editing the value.
     # slider for easily editing the value.
-    export(float, EXP, 100, 1000, 20) var l
+    @export_exp_range(100, 1000, 20) var l
 
 
     # Floats with easing hint
     # Floats with easing hint
 
 
     # Display a visual representation of the 'ease()' function
     # Display a visual representation of the 'ease()' function
     # when editing.
     # when editing.
-    export(float, EASE) var transition_speed
+    @export_exp_easing var transition_speed
 
 
     # Colors
     # Colors
 
 
+    # Regular color given as red-green-blue-alpha value.
+    @export var col: Color
     # Color given as red-green-blue value (alpha will always be 1).
     # Color given as red-green-blue value (alpha will always be 1).
-    export(Color, RGB) var col
-    # Color given as red-green-blue-alpha value.
-    export(Color, RGBA) var col
+    @export_color_no_alpha var col: Color
 
 
     # Nodes
     # Nodes
 
 
     # Another node in the scene can be exported as a NodePath.
     # Another node in the scene can be exported as a NodePath.
-    export(NodePath) var node_path
+    @export var node_path: NodePath
     # Do take note that the node itself isn't being exported -
     # Do take note that the node itself isn't being exported -
     # there is one more step to call the true node:
     # there is one more step to call the true node:
     var node = get_node(node_path)
     var node = get_node(node_path)
+    # If you want to limit the types of nodes, you can use the @export_node_path annotation.
+    @export_node_path(Button, TouchScreenButton) var some_button
 
 
     # Resources
     # Resources
 
 
-    export(Resource) var resource
+    @export var resource: Resource
     # In the Inspector, you can then drag and drop a resource file
     # In the Inspector, you can then drag and drop a resource file
     # from the FileSystem dock into the variable slot.
     # from the FileSystem dock into the variable slot.
 
 
     # Opening the inspector dropdown may result in an
     # Opening the inspector dropdown may result in an
     # extremely long list of possible classes to create, however.
     # extremely long list of possible classes to create, however.
     # Therefore, if you specify an extension of Resource such as:
     # Therefore, if you specify an extension of Resource such as:
-    export(AnimationNode) var resource
+    @export var resource: AnimationNode
     # The drop-down menu will be limited to AnimationNode and all
     # The drop-down menu will be limited to AnimationNode and all
     # its inherited classes.
     # its inherited classes.
 
 
@@ -141,23 +146,23 @@ Exporting bit flags
 -------------------
 -------------------
 
 
 Integers used as bit flags can store multiple ``true``/``false`` (boolean)
 Integers used as bit flags can store multiple ``true``/``false`` (boolean)
-values in one property. By using the export hint ``int, FLAGS, ...``, they
+values in one property. By using the ``@export_flags`` annotation, they
 can be set from the editor::
 can be set from the editor::
 
 
     # Set any of the given flags from the editor.
     # Set any of the given flags from the editor.
-    export(int, FLAGS, "Fire", "Water", "Earth", "Wind") var spell_elements = 0
+    @export_flags("Fire", "Water", "Earth", "Wind") var spell_elements = 0
 
 
 You must provide a string description for each flag. In this example, ``Fire``
 You must provide a string description for each flag. In this example, ``Fire``
 has value 1, ``Water`` has value 2, ``Earth`` has value 4 and ``Wind``
 has value 1, ``Water`` has value 2, ``Earth`` has value 4 and ``Wind``
 corresponds to value 8. Usually, constants should be defined accordingly (e.g.
 corresponds to value 8. Usually, constants should be defined accordingly (e.g.
 ``const ELEMENT_WIND = 8`` and so on).
 ``const ELEMENT_WIND = 8`` and so on).
 
 
-Export hints are also provided for the physics and render layers defined in the project settings::
+Export annotations are also provided for the physics and render layers defined in the project settings::
 
 
-    export(int, LAYERS_2D_PHYSICS) var layers_2d_physics
-    export(int, LAYERS_2D_RENDER) var layers_2d_render
-    export(int, LAYERS_3D_PHYSICS) var layers_3d_physics
-    export(int, LAYERS_3D_RENDER) var layers_3d_render
+    @export_flags_2d_physics var layers_2d_physics
+    @export_flags_2d_render var layers_2d_render
+    @export_flags_3d_physics var layers_3d_physics
+    @export_flags_3d_render var layers_3d_render
 
 
 Using bit flags requires some understanding of bitwise operations.
 Using bit flags requires some understanding of bitwise operations.
 If in doubt, use boolean variables instead.
 If in doubt, use boolean variables instead.
@@ -232,57 +237,3 @@ described in :ref:`doc_accessing_data_or_logic_from_object`.
 
 
 .. warning:: The script must operate in the ``tool`` mode so the above methods
 .. warning:: The script must operate in the ``tool`` mode so the above methods
              can work from within the editor.
              can work from within the editor.
-
-Adding script categories
-~~~~~~~~~~~~~~~~~~~~~~~~
-
-For better visual distinguishing of properties, a special script category can be
-embedded into the inspector to act as a separator. ``Script Variables`` is one
-example of a built-in category.
-
-::
-
-    func _get_property_list():
-        var properties = []
-        properties.append(
-            {
-                name = "Debug",
-                type = TYPE_NIL,
-                usage = PROPERTY_USAGE_CATEGORY | PROPERTY_USAGE_SCRIPT_VARIABLE
-            }
-        )
-        return properties
-
-* ``name`` is the name of a category to be added to the inspector;
-
-* ``PROPERTY_USAGE_CATEGORY`` indicates that the property should be treated as a
-  script category specifically, so the type ``TYPE_NIL`` can be ignored as it
-  won't be actually used for the scripting logic, yet it must be defined anyway.
-
-Grouping properties
-~~~~~~~~~~~~~~~~~~~
-
-A list of properties with similar names can be grouped.
-
-::
-
-    func _get_property_list():
-        var properties = []
-        properties.append({
-                name = "Rotate",
-                type = TYPE_NIL,
-                hint_string = "rotate_",
-                usage = PROPERTY_USAGE_GROUP | PROPERTY_USAGE_SCRIPT_VARIABLE
-        })
-        return properties
-
-* ``name`` is the name of a group which is going to be displayed as collapsible
-  list of properties;
-
-* every successive property added after the group property will be collapsed and
-  shortened as determined by the prefix defined via the ``hint_string`` key. For
-  instance, ``rotate_speed`` is going to be shortened to ``speed`` in this case.
-
-* ``PROPERTY_USAGE_GROUP`` indicates that the property should be treated as a
-  script group specifically, so the type ``TYPE_NIL`` can be ignored as it
-  won't be actually used for the scripting logic, yet it must be defined anyway.

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