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@@ -1176,178 +1176,12 @@ class resource is done by calling the ``new`` function on the class object::
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var a = MyClass.new()
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a.some_function()
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-.. _doc_gdscript_exports:
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-
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Exports
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~~~~~~~
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-Class members can be exported. This means their value gets saved along
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-with the resource (e.g. the :ref:`scene <class_PackedScene>`) they're attached
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-to. They will also be available for editing in the property editor. Exporting
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-is done by using the ``export`` keyword::
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-
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- extends Button
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-
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- export var number = 5 # Value will be saved and visible in the property editor.
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-
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-An exported variable must be initialized to a constant expression or have an
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-export hint in the form of an argument to the export keyword (see below).
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-
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-One of the fundamental benefits of exporting member variables is to have
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-them visible and editable in the editor. This way, artists and game designers
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-can modify values that later influence how the program runs. For this, a
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-special export syntax is provided.
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-
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-::
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-
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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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-
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- export var number = 5
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-
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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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-
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- export(int) var number
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-
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- # Export can also take a resource type to use as a hint.
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-
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- export(Texture) var character_face
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- export(PackedScene) var scene_file
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- # There are many resource types that can be used this way, try e.g.
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- # the following to list them:
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- export(Resource) var resource
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-
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- # Integers and strings hint enumerated values.
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-
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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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-
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- # Named enum values
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-
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- # Editor will enumerate as THING_1, THING_2, ANOTHER_THING.
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- enum NamedEnum {THING_1, THING_2, ANOTHER_THING = -1}
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- export (NamedEnum) var x
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-
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- # Strings as paths
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-
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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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-
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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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-
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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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-
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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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-
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- # Limiting editor input ranges
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-
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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 between 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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-
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- # Floats with easing hint
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-
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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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-
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- # Colors
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-
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- # Color given as red-green-blue value (alpha will always be 1)
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- export(Color, RGB) var col
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- # Color given as red-green-blue-alpha value
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- export(Color, RGBA) var col
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-
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- # Another node in the scene can be exported, too.
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-
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- export(NodePath) var node
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-
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-It must be noted that even if the script is not being run while in the
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-editor, the exported properties are still editable (see below for
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-``tool``).
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-
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-Exporting bit flags
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-^^^^^^^^^^^^^^^^^^^
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-
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-Integers used as bit flags can store multiple ``true``/``false`` (boolean)
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-values in one property. By using the export hint ``int, FLAGS``, they
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-can be set from the editor::
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-
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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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-
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-Restricting the flags to a certain number of named flags is also
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-possible. The syntax is similar to the enumeration syntax::
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-
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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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-
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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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-should be defined accordingly (e.g. ``const ELEMENT_WIND = 8`` and so
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-on).
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-
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-Using bit flags requires some understanding of bitwise operations. If in
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-doubt, boolean variables should be exported instead.
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-
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-Exporting arrays
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-^^^^^^^^^^^^^^^^
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-
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-Exporting arrays works, but with an important caveat: while regular
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-arrays are created local to every class instance, exported arrays are *shared*
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-between all instances. This means that editing them in one instance will
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-cause them to change in all other instances. Exported arrays can have
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-initializers, but they must be constant expressions.
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-
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-::
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-
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- # Exported array, shared between all instances.
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- # Default value must be a constant expression.
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-
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- export var a = [1, 2, 3]
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-
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- # Exported arrays can specify type (using the same hints as before).
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-
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- export(Array, int) var ints = [1,2,3]
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- export(Array, int, "Red", "Green", "Blue") var enums = [2, 1, 0]
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- export(Array, Array, float) var two_dimensional = [[1.0, 2.0], [3.0, 4.0]]
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-
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- # You can omit the default value, but then it would be null if not assigned.
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-
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- export(Array) var b
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- export(Array, PackedScene) var scenes
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-
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- # Typed arrays also work, only initialized empty:
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-
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- export var vector3s = PoolVector3Array()
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- export var strings = PoolStringArray()
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-
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- # Regular array, created local for every instance.
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- # Default value can include run-time values, but can't
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- # be exported.
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-
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- var c = [a, 2, 3]
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+.. note::
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+ Documentation about exports has been moved to :ref:`doc_gdscript_exports`.
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Setters/getters
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~~~~~~~~~~~~~~~
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@@ -1383,8 +1217,8 @@ Either of the *setter* or *getter* functions can be omitted::
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# Only a getter (note the comma).
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var my_var = 5 setget ,myvar_get
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-Get/Setters are especially useful when exporting variables to editor in tool
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-scripts or plugins, for validating input.
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+Setters and getters are useful when :ref:`exporting variables <doc_gdscript_exports>`
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+to the editor in tool scripts or plugins, for validating input.
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As said, *local* access will *not* trigger the setter and getter. Here is an
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illustration of this:
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@@ -1400,6 +1234,8 @@ illustration of this:
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self.my_integer = 5
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print(self.my_integer)
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+.. _doc_gdscript_tool_mode:
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+
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Tool mode
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~~~~~~~~~
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