class_packedscene.rst 9.8 KB

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  1. :github_url: hide
  2. .. DO NOT EDIT THIS FILE!!!
  3. .. Generated automatically from Godot engine sources.
  4. .. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py.
  5. .. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PackedScene.xml.
  6. .. _class_PackedScene:
  7. PackedScene
  8. ===========
  9. **Inherits:** :ref:`Resource<class_Resource>` **<** :ref:`RefCounted<class_RefCounted>` **<** :ref:`Object<class_Object>`
  10. An abstraction of a serialized scene.
  11. Description
  12. -----------
  13. A simplified interface to a scene file. Provides access to operations and checks that can be performed on the scene resource itself.
  14. Can be used to save a node to a file. When saving, the node as well as all the nodes it owns get saved (see :ref:`Node.owner<class_Node_property_owner>` property).
  15. \ **Note:** The node doesn't need to own itself.
  16. \ **Example of loading a saved scene:**\
  17. .. tabs::
  18. .. code-tab:: gdscript
  19. # Use load() instead of preload() if the path isn't known at compile-time.
  20. var scene = preload("res://scene.tscn").instantiate()
  21. # Add the node as a child of the node the script is attached to.
  22. add_child(scene)
  23. .. code-tab:: csharp
  24. // C# has no preload, so you have to always use ResourceLoader.Load<PackedScene>().
  25. var scene = ResourceLoader.Load<PackedScene>("res://scene.tscn").Instantiate();
  26. // Add the node as a child of the node the script is attached to.
  27. AddChild(scene);
  28. \ **Example of saving a node with different owners:** The following example creates 3 objects: :ref:`Node2D<class_Node2D>` (``node``), :ref:`RigidDynamicBody2D<class_RigidDynamicBody2D>` (``body``) and :ref:`CollisionObject2D<class_CollisionObject2D>` (``collision``). ``collision`` is a child of ``body`` which is a child of ``node``. Only ``body`` is owned by ``node`` and ``pack`` will therefore only save those two nodes, but not ``collision``.
  29. .. tabs::
  30. .. code-tab:: gdscript
  31. # Create the objects.
  32. var node = Node2D.new()
  33. var body = RigidDynamicBody2D.new()
  34. var collision = CollisionShape2D.new()
  35. # Create the object hierarchy.
  36. body.add_child(collision)
  37. node.add_child(body)
  38. # Change owner of `body`, but not of `collision`.
  39. body.owner = node
  40. var scene = PackedScene.new()
  41. # Only `node` and `body` are now packed.
  42. var result = scene.pack(node)
  43. if result == OK:
  44. var error = ResourceSaver.save("res://path/name.tscn", scene) # Or "user://..."
  45. if error != OK:
  46. push_error("An error occurred while saving the scene to disk.")
  47. .. code-tab:: csharp
  48. // Create the objects.
  49. var node = new Node2D();
  50. var body = new RigidDynamicBody2D();
  51. var collision = new CollisionShape2D();
  52. // Create the object hierarchy.
  53. body.AddChild(collision);
  54. node.AddChild(body);
  55. // Change owner of `body`, but not of `collision`.
  56. body.Owner = node;
  57. var scene = new PackedScene();
  58. // Only `node` and `body` are now packed.
  59. Error result = scene.Pack(node);
  60. if (result == Error.Ok)
  61. {
  62. Error error = ResourceSaver.Save("res://path/name.tscn", scene); // Or "user://..."
  63. if (error != Error.Ok)
  64. {
  65. GD.PushError("An error occurred while saving the scene to disk.");
  66. }
  67. }
  68. Tutorials
  69. ---------
  70. - `2D Role Playing Game Demo <https://godotengine.org/asset-library/asset/520>`__
  71. Properties
  72. ----------
  73. +-------------------------------------+------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  74. | :ref:`Dictionary<class_Dictionary>` | :ref:`_bundled<class_PackedScene_property__bundled>` | ``{ "conn_count": 0, "conns": PackedInt32Array(), "editable_instances": [], "names": PackedStringArray(), "node_count": 0, "node_paths": [], "nodes": PackedInt32Array(), "variants": [], "version": 2 }`` |
  75. +-------------------------------------+------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  76. Methods
  77. -------
  78. +---------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------+
  79. | :ref:`bool<class_bool>` | :ref:`can_instantiate<class_PackedScene_method_can_instantiate>` **(** **)** |const| |
  80. +---------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------+
  81. | :ref:`SceneState<class_SceneState>` | :ref:`get_state<class_PackedScene_method_get_state>` **(** **)** |const| |
  82. +---------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------+
  83. | :ref:`Node<class_Node>` | :ref:`instantiate<class_PackedScene_method_instantiate>` **(** :ref:`GenEditState<enum_PackedScene_GenEditState>` edit_state=0 **)** |const| |
  84. +---------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------+
  85. | :ref:`Error<enum_@GlobalScope_Error>` | :ref:`pack<class_PackedScene_method_pack>` **(** :ref:`Node<class_Node>` path **)** |
  86. +---------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------+
  87. Enumerations
  88. ------------
  89. .. _enum_PackedScene_GenEditState:
  90. .. _class_PackedScene_constant_GEN_EDIT_STATE_DISABLED:
  91. .. _class_PackedScene_constant_GEN_EDIT_STATE_INSTANCE:
  92. .. _class_PackedScene_constant_GEN_EDIT_STATE_MAIN:
  93. .. _class_PackedScene_constant_GEN_EDIT_STATE_MAIN_INHERITED:
  94. enum **GenEditState**:
  95. - **GEN_EDIT_STATE_DISABLED** = **0** --- If passed to :ref:`instantiate<class_PackedScene_method_instantiate>`, blocks edits to the scene state.
  96. - **GEN_EDIT_STATE_INSTANCE** = **1** --- If passed to :ref:`instantiate<class_PackedScene_method_instantiate>`, provides local scene resources to the local scene.
  97. \ **Note:** Only available in editor builds.
  98. - **GEN_EDIT_STATE_MAIN** = **2** --- If passed to :ref:`instantiate<class_PackedScene_method_instantiate>`, provides local scene resources to the local scene. Only the main scene should receive the main edit state.
  99. \ **Note:** Only available in editor builds.
  100. - **GEN_EDIT_STATE_MAIN_INHERITED** = **3** --- It's similar to :ref:`GEN_EDIT_STATE_MAIN<class_PackedScene_constant_GEN_EDIT_STATE_MAIN>`, but for the case where the scene is being instantiated to be the base of another one.
  101. \ **Note:** Only available in editor builds.
  102. Property Descriptions
  103. ---------------------
  104. .. _class_PackedScene_property__bundled:
  105. - :ref:`Dictionary<class_Dictionary>` **_bundled**
  106. +-----------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  107. | *Default* | ``{ "conn_count": 0, "conns": PackedInt32Array(), "editable_instances": [], "names": PackedStringArray(), "node_count": 0, "node_paths": [], "nodes": PackedInt32Array(), "variants": [], "version": 2 }`` |
  108. +-----------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  109. A dictionary representation of the scene contents.
  110. Available keys include "rnames" and "variants" for resources, "node_count", "nodes", "node_paths" for nodes, "editable_instances" for base scene children overrides, "conn_count" and "conns" for signal connections, and "version" for the format style of the PackedScene.
  111. Method Descriptions
  112. -------------------
  113. .. _class_PackedScene_method_can_instantiate:
  114. - :ref:`bool<class_bool>` **can_instantiate** **(** **)** |const|
  115. Returns ``true`` if the scene file has nodes.
  116. ----
  117. .. _class_PackedScene_method_get_state:
  118. - :ref:`SceneState<class_SceneState>` **get_state** **(** **)** |const|
  119. Returns the ``SceneState`` representing the scene file contents.
  120. ----
  121. .. _class_PackedScene_method_instantiate:
  122. - :ref:`Node<class_Node>` **instantiate** **(** :ref:`GenEditState<enum_PackedScene_GenEditState>` edit_state=0 **)** |const|
  123. Instantiates the scene's node hierarchy. Triggers child scene instantiation(s). Triggers a :ref:`Node.NOTIFICATION_INSTANCED<class_Node_constant_NOTIFICATION_INSTANCED>` notification on the root node.
  124. ----
  125. .. _class_PackedScene_method_pack:
  126. - :ref:`Error<enum_@GlobalScope_Error>` **pack** **(** :ref:`Node<class_Node>` path **)**
  127. Pack will ignore any sub-nodes not owned by given node. See :ref:`Node.owner<class_Node_property_owner>`.
  128. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
  129. .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
  130. .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
  131. .. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)`
  132. .. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`
  133. .. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`