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@@ -697,52 +697,72 @@ variables:
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- # if the exported value assigns a constant or constant expression, the type will be inferred and used in the editor
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+ # If the exported value assigns a constant or constant expression,
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+ # the type will be inferred and used in the editor
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export var number = 5
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- # export can take a basic data type as an argument which will be used in the editor
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+ # Export can take a basic data type as an argument which will be
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+ # used in the editor
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export(int) var number
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- # export can also take a resource type to use as a hint
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+ # Export can also take a resource type to use as a hint
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export(Texture) var character_face
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- # integers and strings hint enumerated values
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+ # Integers and strings hint enumerated values
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- export(int, "Warrior", "Magician", "Thief") var character_class # (editor will set them as 0, 1 and 2)
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+ # Editor will enumerate as 0, 1 and 2
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+ export(int, "Warrior", "Magician", "Thief") var character_class
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+ # Editor will enumerate with string names
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export(String, "Rebecca", "Mary", "Leah") var character_name
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- # strings as paths
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+ # Strings as paths
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- export(String, FILE) var f # string is a path to a file
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- export(String, DIR) var f # string is a path to a directory
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- export(String, FILE, "*.txt") var f # string is a path to a file, custom filter provided as hint
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+ # String is a path to a file
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+ export(String, FILE) var f
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+ # String is a path to a directory
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+ export(String, DIR) var f
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+ # String is a path to a file, custom filter provided as hint
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+ export(String, FILE, "*.txt") var f
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- # using paths in the global filesystem is also possible, but only in tool scripts (see further below)
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+ # Using paths in the global filesystem is also possible,
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+ # but only in tool scripts (see further below)
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- export(String, FILE, GLOBAL, "*.png") var tool_image # string is a path to a PNG file in the global filesystem
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- export(String, DIR, GLOBAL) var tool_dir # string is a path to a directory in the global filesystem
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+ # String is a path to a PNG file in the global filesystem
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+ export(String, FILE, GLOBAL, "*.png") var tool_image
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+ # String is a path to a directory in the global filesystem
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+ export(String, DIR, GLOBAL) var tool_dir
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- # multiline strings
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+ # The MULTILINE setting tells the editor to show a large input
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+ # field for editing over multiple lines
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+ export(String, MULTILINE) var text
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- export(String, MULTILINE) var text # display a large window to edit strings with multiple lines
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+ # Limiting editor input ranges
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- # integers and floats hint ranges
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+ # Allow integer values from 0 to 20
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+ export(int, 20) var i
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+ # Allow integer values from -10 to 20
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+ export(int, -10, 20) var j
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+ # Allow floats from -10 to 20, with a step of 0.2
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+ export(float, -10, 20, 0.2) var k
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+ # Allow values y = exp(x) where y varies betwee 100 and 1000
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+ # while snapping to steps of 20. The editor will present a
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+ # slider for easily editing the value.
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+ export(float, EXP, 100, 1000, 20) var l
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- export(int, 20) var i # 0 to 20 allowed
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- export(int, -10, 20) var j # -10 to 20 allowed
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- export(float, -10, 20, 0.2) var k # -10 to 20 allowed, with stepping of 0.2
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- export(float, EXP, 100, 1000, 20) var l # exponential range, editing this property using the slider will set the value exponentially
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+ # Floats with easing hint
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- # floats with easing hint
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+ # Display a visual representation of the ease() function
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+ # when editing
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+ export(float, EASE) var transition_speed
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- export(float, EASE) var transition_speed # display a visual representation of the ease() function when editing
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-
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- # color can hint availability of alpha
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+ # Colors
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+ # Color given as Red-Green-Blue value
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export(Color, RGB) var col # Color is RGB
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+ # Color given as Red-Green-Blue-Alpha value
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export(Color, RGBA) var col # Color is RGBA
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# another node in the scene can be exported too
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@@ -761,14 +781,15 @@ can be set from the editor:
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::
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- export(int, FLAGS) var spell_elements = ELEMENT_WIND | ELEMENT_WATER # individually edit the bits of an integer
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+ # Individually edit the bits of an integer
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+ export(int, FLAGS) var spell_elements = ELEMENT_WIND | ELEMENT_WATER
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Restricting the flags to a certain number of named flags is also
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possible. The syntax is very similar to the enumeration syntax:
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::
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-
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- export(int, FLAGS, "Fire", "Water", "Earth", "Wind") var spell_elements = 0 # set any of the given flags from the editor
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+ # Set any of the given flags from the editor
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+ export(int, FLAGS, "Fire", "Water", "Earth", "Wind") var spell_elements = 0
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In this example, ``Fire`` has value 1, ``Water`` has value 2, ``Earth``
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has value 4 and ``Wind`` corresponds to value 8. Usually, constants
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@@ -868,10 +889,10 @@ getter. For example:
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::
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func _init():
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- #does not trigger setter/getter
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+ #does not trigger setter/getter
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myinteger=5
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print(myinteger)
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- #triggers setter/getter
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+ #triggers setter/getter
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self.myinteger=5
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print(self.myinteger)
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@@ -927,9 +948,9 @@ write:
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::
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- # no arguments
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+ # No arguments
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signal your_signal_name
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- # with arguments
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+ # With arguments
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signal your_signal_name_with_args(a,b)
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These signals, just like regular signals, can be connected in the editor
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@@ -1000,7 +1021,7 @@ an example:
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func _ready():
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var y = myfunc()
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- #function state saved in 'y'
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+ # Function state saved in 'y'
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print("my dear")
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y.resume()
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# 'y' resumed and is now an invalid state
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@@ -1027,7 +1048,7 @@ example:
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func _ready():
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var y = myfunc()
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- #function state saved in 'y'
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+ # Function state saved in 'y'
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print( y.resume("world") )
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# 'y' resumed and is now an invalid state
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@@ -1048,10 +1069,10 @@ signal is activated, execution will return. Here are some examples:
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::
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- #resume execution the next frame
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+ # Resume execution the next frame
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yield( get_tree(), "idle_frame" )
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- #resume execution when animation is done playing:
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+ # Resume execution when animation is done playing:
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yield( get_node("AnimationPlayer"), "finished" )
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