gdscript_exports.rst 8.6 KB

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  1. .. _doc_gdscript_exports:
  2. GDScript exports
  3. ================
  4. Introduction to exports
  5. -----------------------
  6. In Godot, class members can be exported. This means their value gets saved along
  7. with the resource (such as the :ref:`scene <class_PackedScene>`) they're
  8. attached to. They will also be available for editing in the property editor.
  9. Exporting is done by using the ``@export`` annotation::
  10. extends Button
  11. @export var number = 5 # Value will be saved and visible in the property editor.
  12. An exported variable must be initialized to a constant expression or have a type specifier
  13. in the variable. Some of the export annotations have a specific type and don't need the variable to be typed (see the
  14. *Examples* section below).
  15. One of the fundamental benefits of exporting member variables is to have
  16. them visible and editable in the editor. This way, artists and game designers
  17. can modify values that later influence how the program runs. For this, a
  18. special export syntax is provided.
  19. Exporting can only be done with built-in types or objects derived from the :ref:`Resource class <class_Resource>`.
  20. .. note::
  21. Exporting properties can also be done in other languages such as C#.
  22. The syntax varies depending on the language.
  23. Examples
  24. --------
  25. ::
  26. # If the exported value assigns a constant or constant expression,
  27. # the type will be inferred and used in the editor.
  28. @export var number = 5
  29. # If there's no default value, you can add a type to the variable.
  30. @export var number: int
  31. # Export works with resource types.
  32. @export var character_face: Texture
  33. @export var scene_file: PackedScene
  34. # There are many resource types that can be used this way, try e.g.
  35. # the following to list them:
  36. @export var resource: Resource
  37. # Integers and strings hint enumerated values.
  38. # Editor will enumerate as 0, 1 and 2.
  39. @export_enum("Warrior", "Magician", "Thief") var character_class
  40. # If type is String, editor will enumerate with string names.
  41. @export_enum("Rebecca", "Mary", "Leah") var character_name: String
  42. # Named enum values
  43. # Editor will enumerate as THING_1, THING_2, ANOTHER_THING.
  44. enum NamedEnum {THING_1, THING_2, ANOTHER_THING = -1}
  45. @export var x: NamedEnum
  46. # Strings as paths
  47. # String is a path to a file.
  48. @export_file var f
  49. # String is a path to a directory.
  50. @export_dir var f
  51. # String is a path to a file, custom filter provided as hint.
  52. @export_file("*.txt") var f
  53. # Using paths in the global filesystem is also possible,
  54. # but only in scripts in tool mode.
  55. # String is a path to a PNG file in the global filesystem.
  56. @export_global_file("*.png") var tool_image
  57. # String is a path to a directory in the global filesystem.
  58. @export_global_dir var tool_dir
  59. # The multiline annotation tells the editor to show a large input
  60. # field for editing over multiple lines.
  61. @export_multiline var text
  62. # Limiting editor input ranges
  63. # Allow integer values from 0 to 20.
  64. @export_range(0, 20) var i
  65. # Allow integer values from -10 to 20.
  66. @export_range(-10, 20) var j
  67. # Allow floats from -10 to 20 and snap the value to multiples of 0.2.
  68. @export_range(-10, 20, 0.2) var k: float
  69. # The limits can be only for the slider if you add the hints "or_greater" and/or "or_lesser".
  70. @export_range(0, 100, 1, "or_greater", "or_lesser")
  71. # Allow values 'y = exp(x)' where 'y' varies between 100 and 1000
  72. # while snapping to steps of 20. The editor will present a
  73. # slider for easily editing the value.
  74. @export_exp_range(100, 1000, 20) var l
  75. # Floats with easing hint
  76. # Display a visual representation of the 'ease()' function
  77. # when editing.
  78. @export_exp_easing var transition_speed
  79. # Colors
  80. # Regular color given as red-green-blue-alpha value.
  81. @export var col: Color
  82. # Color given as red-green-blue value (alpha will always be 1).
  83. @export_color_no_alpha var col: Color
  84. # Nodes
  85. # Another node in the scene can be exported as a NodePath.
  86. @export var node_path: NodePath
  87. # Do take note that the node itself isn't being exported -
  88. # there is one more step to call the true node:
  89. var node = get_node(node_path)
  90. # If you want to limit the types of nodes, you can use the @export_node_path annotation.
  91. @export_node_path(Button, TouchScreenButton) var some_button
  92. # Resources
  93. @export var resource: Resource
  94. # In the Inspector, you can then drag and drop a resource file
  95. # from the FileSystem dock into the variable slot.
  96. # Opening the inspector dropdown may result in an
  97. # extremely long list of possible classes to create, however.
  98. # Therefore, if you specify an extension of Resource such as:
  99. @export var resource: AnimationNode
  100. # The drop-down menu will be limited to AnimationNode and all
  101. # its inherited classes.
  102. It must be noted that even if the script is not being run while in the
  103. editor, the exported properties are still editable. This can be used
  104. in conjunction with a :ref:`script in "tool" mode <doc_gdscript_tool_mode>`.
  105. Exporting bit flags
  106. -------------------
  107. Integers used as bit flags can store multiple ``true``/``false`` (boolean)
  108. values in one property. By using the ``@export_flags`` annotation, they
  109. can be set from the editor::
  110. # Set any of the given flags from the editor.
  111. @export_flags("Fire", "Water", "Earth", "Wind") var spell_elements = 0
  112. You must provide a string description for each flag. In this example, ``Fire``
  113. has value 1, ``Water`` has value 2, ``Earth`` has value 4 and ``Wind``
  114. corresponds to value 8. Usually, constants should be defined accordingly (e.g.
  115. ``const ELEMENT_WIND = 8`` and so on).
  116. Export annotations are also provided for the physics and render layers defined in the project settings::
  117. @export_flags_2d_physics var layers_2d_physics
  118. @export_flags_2d_render var layers_2d_render
  119. @export_flags_3d_physics var layers_3d_physics
  120. @export_flags_3d_render var layers_3d_render
  121. Using bit flags requires some understanding of bitwise operations.
  122. If in doubt, use boolean variables instead.
  123. Exporting arrays
  124. ----------------
  125. Exported arrays can have initializers, but they must be constant expressions.
  126. If the exported array specifies a type which inherits from Resource, the array
  127. values can be set in the inspector by dragging and dropping multiple files
  128. from the FileSystem dock at once.
  129. ::
  130. # Default value must be a constant expression.
  131. export var a = [1, 2, 3]
  132. # Exported arrays can specify type (using the same hints as before).
  133. export(Array, int) var ints = [1, 2, 3]
  134. export(Array, int, "Red", "Green", "Blue") var enums = [2, 1, 0]
  135. export(Array, Array, float) var two_dimensional = [[1.0, 2.0], [3.0, 4.0]]
  136. # You can omit the default value, but then it would be null if not assigned.
  137. export(Array) var b
  138. export(Array, PackedScene) var scenes
  139. # Arrays with specified types which inherit from resource can be set by
  140. # drag-and-dropping multiple files from the FileSystem dock.
  141. export(Array, Texture) var textures
  142. export(Array, PackedScene) var scenes
  143. # Typed arrays also work, only initialized empty:
  144. export var vector3s = PackedVector3Array()
  145. export var strings = PackedStringArray()
  146. # Default value can include run-time values, but can't
  147. # be exported.
  148. var c = [a, 2, 3]
  149. Setting exported variables from a tool script
  150. ---------------------------------------------
  151. When changing an exported variable's value from a script in
  152. :ref:`doc_gdscript_tool_mode`, the value in the inspector won't be updated
  153. automatically. To update it, call
  154. :ref:`property_list_changed_notify() <class_Object_method_property_list_changed_notify>`
  155. after setting the exported variable's value.
  156. Advanced exports
  157. ----------------
  158. Not every type of export can be provided on the level of the language itself to
  159. avoid unnecessary design complexity. The following describes some more or less
  160. common exporting features which can be implemented with a low-level API.
  161. Before reading further, you should get familiar with the way properties are
  162. handled and how they can be customized with
  163. :ref:`_set() <class_Object_method__get_property_list>`,
  164. :ref:`_get() <class_Object_method__get_property_list>`, and
  165. :ref:`_get_property_list() <class_Object_method__get_property_list>` methods as
  166. described in :ref:`doc_accessing_data_or_logic_from_object`.
  167. .. seealso:: For binding properties using the above methods in C++, see
  168. :ref:`doc_binding_properties_using_set_get_property_list`.
  169. .. warning:: The script must operate in the ``tool`` mode so the above methods
  170. can work from within the editor.