gdscript_exports.rst 7.2 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`` keyword::
  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 an
  13. export hint in the form of an argument to the ``export`` keyword (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. .. note::
  20. Exporting properties can also be done in other languages such as C#.
  21. The syntax varies depending on the language.
  22. Examples
  23. --------
  24. ::
  25. # If the exported value assigns a constant or constant expression,
  26. # the type will be inferred and used in the editor.
  27. export var number = 5
  28. # Export can take a basic data type as an argument, which will be
  29. # used in the editor.
  30. export(int) var number
  31. # Export can also take a resource type to use as a hint.
  32. export(Texture) var character_face
  33. export(PackedScene) var scene_file
  34. # There are many resource types that can be used this way, try e.g.
  35. # the following to list them:
  36. export(Resource) var resource
  37. # Integers and strings hint enumerated values.
  38. # Editor will enumerate as 0, 1 and 2.
  39. export(int, "Warrior", "Magician", "Thief") var character_class
  40. # Editor will enumerate with string names.
  41. export(String, "Rebecca", "Mary", "Leah") var character_name
  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(NamedEnum) var x
  46. # Strings as paths
  47. # String is a path to a file.
  48. export(String, FILE) var f
  49. # String is a path to a directory.
  50. export(String, DIR) var f
  51. # String is a path to a file, custom filter provided as hint.
  52. export(String, 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(String, FILE, GLOBAL, "*.png") var tool_image
  57. # String is a path to a directory in the global filesystem.
  58. export(String, DIR, GLOBAL) var tool_dir
  59. # The MULTILINE setting tells the editor to show a large input
  60. # field for editing over multiple lines.
  61. export(String, MULTILINE) var text
  62. # Limiting editor input ranges
  63. # Allow integer values from 0 to 20.
  64. export(int, 20) var i
  65. # Allow integer values from -10 to 20.
  66. export(int, -10, 20) var j
  67. # Allow floats from -10 to 20 and snap the value to multiples of 0.2.
  68. export(float, -10, 20, 0.2) var k
  69. # Allow values 'y = exp(x)' where 'y' varies between 100 and 1000
  70. # while snapping to steps of 20. The editor will present a
  71. # slider for easily editing the value.
  72. export(float, EXP, 100, 1000, 20) var l
  73. # Floats with easing hint
  74. # Display a visual representation of the 'ease()' function
  75. # when editing.
  76. export(float, EASE) var transition_speed
  77. # Colors
  78. # Color given as red-green-blue value (alpha will always be 1).
  79. export(Color, RGB) var col
  80. # Color given as red-green-blue-alpha value.
  81. export(Color, RGBA) var col
  82. # Nodes
  83. # Another node in the scene can be exported as a NodePath.
  84. export(NodePath) var node_path
  85. # Do take note that the node itself isn't being exported -
  86. # there is one more step to call the true node:
  87. var node = get_node(node_path)
  88. # Resources
  89. export(Resource) var resource
  90. # In the Inspector, you can then drag and drop a resource file
  91. # from the FileSystem dock into the variable slot.
  92. It must be noted that even if the script is not being run while in the
  93. editor, the exported properties are still editable. This can be used
  94. in conjunction with a :ref:`script in "tool" mode <doc_gdscript_tool_mode>`.
  95. Exporting bit flags
  96. -------------------
  97. Integers used as bit flags can store multiple ``true``/``false`` (boolean)
  98. values in one property. By using the export hint ``int, FLAGS``, they
  99. can be set from the editor::
  100. # Individually edit the bits of an integer.
  101. export(int, FLAGS) var spell_elements = ELEMENT_WIND | ELEMENT_WATER
  102. Restricting the flags to a certain number of named flags is also
  103. possible. The syntax is similar to the enumeration syntax::
  104. # Set any of the given flags from the editor.
  105. export(int, FLAGS, "Fire", "Water", "Earth", "Wind") var spell_elements = 0
  106. In this example, ``Fire`` has value 1, ``Water`` has value 2, ``Earth``
  107. has value 4 and ``Wind`` corresponds to value 8. Usually, constants
  108. should be defined accordingly (e.g. ``const ELEMENT_WIND = 8`` and so
  109. on).
  110. Using bit flags requires some understanding of bitwise operations. If in
  111. doubt, boolean variables should be exported instead.
  112. Exporting arrays
  113. ----------------
  114. Exporting arrays works, but with an important caveat: while regular
  115. arrays are created local to every class instance, exported arrays are *shared*
  116. between all instances. This means that editing them in one instance will
  117. cause them to change in all other instances. Exported arrays can have
  118. initializers, but they must be constant expressions.
  119. If the exported array specifies a type which inherits from Resource, the array
  120. values can be set in the inspector by dragging and dropping multiple files
  121. from the FileSystem dock at once.
  122. ::
  123. # Exported array, shared between all instances.
  124. # Default value must be a constant expression.
  125. export var a = [1, 2, 3]
  126. # Exported arrays can specify type (using the same hints as before).
  127. export(Array, int) var ints = [1,2,3]
  128. export(Array, int, "Red", "Green", "Blue") var enums = [2, 1, 0]
  129. export(Array, Array, float) var two_dimensional = [[1.0, 2.0], [3.0, 4.0]]
  130. # You can omit the default value, but then it would be null if not assigned.
  131. export(Array) var b
  132. export(Array, PackedScene) var scenes
  133. # Arrays with specified types which inherit from resource can be set by
  134. # drag-and-dropping multiple files from the FileSystem dock.
  135. export(Array, Texture) var textures
  136. export(Array, PackedScene) var scenes
  137. # Typed arrays also work, only initialized empty:
  138. export var vector3s = PackedVector3Array()
  139. export var strings = PackedStringArray()
  140. # Regular array, created local for every instance.
  141. # Default value can include run-time values, but can't
  142. # be exported.
  143. var c = [a, 2, 3]
  144. Setting exported variables from a tool script
  145. ---------------------------------------------
  146. When changing an exported variable's value from a script in
  147. :ref:`doc_gdscript_tool_mode`, the value in the inspector won't be updated
  148. automatically. To update it, call
  149. :ref:`property_list_changed_notify() <class_Object_method_property_list_changed_notify>`
  150. after setting the exported variable's value.