class_packedscene.rst 9.8 KB

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