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+.. _doc_c_sharp_exports:
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+
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+C# Exports
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+==========
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+
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+Introduction to exports
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+-----------------------
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+
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+In Godot, class members can be exported. This means their value gets saved along
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+with the resource (such as the :ref:`scene <class_PackedScene>`) they're
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+attached to. They will also be available for editing in the property editor.
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+Exporting is done by using the ``[Export]`` attribute.
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+
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+.. code-block:: csharp
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+
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+ public class ExportExample : Spatial
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+ {
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+ [Export]
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+ private int Number = 5;
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+ }
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+
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+In that example the value ``5`` will be saved, and after building the current project
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+it will be visible in the property 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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+Exporting can only be done with built-in types or objects derived from the :ref:`Resource class <class_Resource>`.
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+
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+.. note::
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+
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+ Exporting properties can also be done in GDScript, for information on that
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+ see :ref:`doc_gdscript_exports`.
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+
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+Basic use
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+---------
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+
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+Exporting can work with and without setting a default value. For int and float
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+``0`` will then be used as the default.
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+
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+.. code-block:: csharp
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+
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+ [Export]
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+ private int Number;
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+
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+Export works with resource types.
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+
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+.. code-block:: csharp
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+
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+ [Export]
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+ private Texture CharacterFace;
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+ [Export]
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+ private PackedScene SceneFile;
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+
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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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+
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+.. code-block:: csharp
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+
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+ [Export]
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+ private Resource Resource;
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+
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+..
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+ Commenting out enum examples becuase I have been told they
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+ require extra steps to actually work properly. The examples bellow
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+ will show up in the inspector but apparently do not function properly
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+..
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+ Integers and strings hint enumerated values.
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+..
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+ code-block:: csharp
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+..
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+ // Editor will enumerate as 0, 1 and 2.
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+ [Export(PropertyHint.Enum, "Warrior,Magician,Thief")]
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+ private int CharacterClass;
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+..
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+ If type is String, editor will enumerate with string names.
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+..
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+ code-block:: csharp
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+..
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+ [Export(PropertyHint.Enum, "Rebecca,Mary,Leah")]
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+ private string CharacterName;
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+..
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+ Named enum values
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+ -----------------
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+..
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+ Editor will enumerate as THING_1, THING_2, ANOTHER_THING.
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+..
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+ code-block:: csharp
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+..
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+ private enum NamedEnum
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+ {
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+ Thing1,
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+ Thing2,
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+ AnotherThing = -1
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+ }
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+ [Export(PropertyHint.Enum)]
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+ private NamedEnum X;
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+
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+Strings as paths
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+----------------
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+
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+Property hints can be used to export strings as paths
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+
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+String as a path to a file.
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+
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+.. code-block:: csharp
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+
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+ [Export(PropertyHint.File)]
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+ private string GameFile;
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+
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+String as a path to a directory.
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+
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+.. code-block:: csharp
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+
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+ [Export(PropertyHint.Dir)]
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+ private string GameDirectory;
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+
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+String as a path to a file, custom filter provided as hint.
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+
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+.. code-block:: csharp
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+
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+ [Export(PropertyHint.File, "*.txt,")]
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+ private string GameFile;
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+
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+Using paths in the global filesystem is also possible,
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+but only in scripts in tool mode.
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+
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+String as a path to a PNG file in the global filesystem.
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+
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+.. code-block:: csharp
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+
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+ [Export(PropertyHint.GlobalFile, "*.png")]
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+ private string ToolImage;
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+
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+String as a path to a directory in the global filesystem.
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+
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+.. code-block:: csharp
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+
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+ [Export(PropertyHint.GlobalDir)]
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+ private string ToolDir;
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+
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+The multiline annotation tells the editor to show a large input
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+field for editing over multiple lines.
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+
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+.. code-block:: csharp
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+
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+ [Export(PropertyHint.MultilineText)]
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+ private string Text;
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+
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+Limiting editor input ranges
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+----------------------------
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+
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+Using the range property hint allows you to limit what can be
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+input as a value using the editor.
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+
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+Allow integer values from 0 to 20.
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+
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+.. code-block:: csharp
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+
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+ [Export(PropertyHint.Range, "0,20,")]
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+ private int Number;
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+
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+Allow integer values from -10 to 20.
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+
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+.. code-block:: csharp
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+
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+ [Export(PropertyHint.Range, "-10,20,")]
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+ private int Number;
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+
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+Allow floats from -10 to 20 and snap the value to multiples of 0.2.
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+
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+.. code-block:: csharp
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+
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+ [Export(PropertyHint.Range, "-10,20,0.2")]
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+ private float Number;
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+
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+If you add the hints "or_greater" and/or "or_lesser" you can go above
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+or below the limits when adjusting the value by typing it instead of using
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+the slider.
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+
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+.. code-block:: csharp
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+
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+ [Export(PropertyHint.Range, "0,100,1,or_greater,or_lesser")]
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+ private int Number;
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+
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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. This only works with floats.
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+
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+.. code-block:: csharp
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+
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+ [Export(PropertyHint.ExpRange, "100,1000,20")]
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+ private float Number;
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+
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+Floats with easing hint
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+-----------------------
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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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+
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+.. code-block:: csharp
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+
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+ [Export(PropertyHint.ExpEasing)]
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+ private float TransitionSpeed;
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+
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+Colors
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+------
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+
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+Regular color given as red-green-blue-alpha value.
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+
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+.. code-block:: csharp
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+
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+ [Export]
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+ private Color Col;
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+
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+Color given as red-green-blue value (alpha will always be 1).
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+
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+.. code-block:: csharp
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+
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+ [Export(PropertyHint.ColorNoAlpha)]
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+ private Color Col;
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+
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+Nodes
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+-----
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+
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+Nodes can't be directly exported. Instead you need to export
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+a node path, then use that node path with ``GetNode()``.
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+
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+.. code-block:: csharp
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+
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+ [Export]
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+ private NodePath MyNodePath;
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+ private Label MyNode;
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+
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+ public override void _Ready()
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+ {
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+ MyNode = GetNode<Label>(MyNodePath);
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+ }
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+
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+Resources
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+---------
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+
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+.. code-block:: csharp
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+
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+ [Export]
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+ private Resource Resource;
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+
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+In the Inspector, you can then drag and drop a resource file
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+from the FileSystem dock into the variable slot.
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+
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+Opening the inspector dropdown may result in an
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+extremely long list of possible classes to create, however.
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+Therefore, if you specify an extension of Resource such as:
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+
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+.. code-block:: csharp
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+
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+ [Export]
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+ private AnimationNode Resource;
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+
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+The drop-down menu will be limited to AnimationNode and all
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+its inherited classes.
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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. This can be used
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+in conjunction with a :ref:`script in "tool" mode <doc_gdscript_tool_mode>`.
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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 ``Flags`` property hint, they
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+can be set from the editor.
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+
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+.. code-block:: csharp
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+
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+ // Set any of the given flags from the editor.
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+ [Export(PropertyHint.Flags, "Fire,Water,Earth,Wind")]
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+ private int SpellElements = 0;
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+
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+You must provide a string description for each flag. In this example, ``Fire``
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+has value 1, ``Water`` has value 2, ``Earth`` has value 4 and ``Wind``
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+corresponds to value 8. Usually, constants should be defined accordingly (e.g.
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+``private const int ElementWind = 8`` and so on).
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+
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+Export annotations are also provided for the physics and render layers defined in the project settings.
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+
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+.. code-block:: csharp
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+
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+ [Export(PropertyHint.Layers2dPhysics)]
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+ private int Layers2dPhysics;
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+ [Export(PropertyHint.Layers2dRender)]
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+ private int Layers2dRender;
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+ [Export(PropertyHint.Layers3dPhysics)]
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+ private int layers3dPhysics;
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+ [Export(PropertyHint.Layers3dRender)]
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+ private int layers3dRender;
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+
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+Using bit flags requires some understanding of bitwise operations.
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+If in doubt, use boolean variables instead.
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+
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+Exporting arrays
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+----------------
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+
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+Exported arrays should be initialized empty.
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+
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+.. code-block:: csharp
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+
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+ [Export]
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+ private Vector3[] Vector3s = new Vector3[0];
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+ [Export]
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+ private String[] String = new String[0];
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+
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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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+.. code-block:: csharp
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+
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+ [Export]
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+ private int[] Numbers;
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+
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+Arrays with specified types which inherit from resource can be set by
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+drag-and-dropping multiple files from the FileSystem dock.
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+
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+.. code-block:: csharp
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+
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+ [Export]
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+ private Texture[] Textures;
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+ [Export]
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+ private PackedScene[] Scenes;
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+
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+Arrays where the default value includes run-time values can't
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+be exported.
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+
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+.. code-block:: csharp
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+
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+ private int Number = 1;
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+ private int[] SeveralNumbers = {Number,2,3};
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+
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+Setting exported variables from a tool script
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+---------------------------------------------
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+
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+When changing an exported variable's value from a script in
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+:ref:`doc_gdscript_tool_mode`, the value in the inspector won't be updated
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+automatically. To update it, call
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+:ref:`property_list_changed_notify() <class_Object_method_property_list_changed_notify>`
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+after setting the exported variable's value.
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+
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+Advanced exports
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+----------------
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+
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+Not every type of export can be provided on the level of the language itself to
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+avoid unnecessary design complexity. The following describes some more or less
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+common exporting features which can be implemented with a low-level API.
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+
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+Before reading further, you should get familiar with the way properties are
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+handled and how they can be customized with
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+:ref:`_set() <class_Object_method__get_property_list>`,
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+:ref:`_get() <class_Object_method__get_property_list>`, and
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+:ref:`_get_property_list() <class_Object_method__get_property_list>` methods as
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+described in :ref:`doc_accessing_data_or_logic_from_object`.
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+
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+.. seealso:: For binding properties using the above methods in C++, see
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+ :ref:`doc_binding_properties_using_set_get_property_list`.
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+
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+.. warning:: The script must operate in the ``tool`` mode so the above methods
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+ can work from within the editor.
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