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- <?xml version="1.0" encoding="UTF-8" ?>
- <class name="PackedScene" inherits="Resource" version="4.0">
- <brief_description>
- An abstraction of a serialized scene.
- </brief_description>
- <description>
- A simplified interface to a scene file. Provides access to operations and checks that can be performed on the scene resource itself.
- 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 [code]owner[/code] property on [Node]).
- [b]Note:[/b] The node doesn't need to own itself.
- [b]Example of loading a saved scene:[/b]
- [codeblocks]
- [gdscript]
- # Use load() instead of preload() if the path isn't known at compile-time.
- var scene = preload("res://scene.tscn").instantiate()
- # Add the node as a child of the node the script is attached to.
- add_child(scene)
- [/gdscript]
- [csharp]
- // C# has no preload, so you have to always use ResourceLoader.Load<PackedScene>().
- var scene = ResourceLoader.Load<PackedScene>("res://scene.tscn").Instantiate();
- // Add the node as a child of the node the script is attached to.
- AddChild(scene);
- [/csharp]
- [/codeblocks]
- [b]Example of saving a node with different owners:[/b] The following example creates 3 objects: [code]Node2D[/code] ([code]node[/code]), [code]RigidDynamicBody2D[/code] ([code]body[/code]) and [code]CollisionObject2D[/code] ([code]collision[/code]). [code]collision[/code] is a child of [code]body[/code] which is a child of [code]node[/code]. Only [code]body[/code] is owned by [code]node[/code] and [code]pack[/code] will therefore only save those two nodes, but not [code]collision[/code].
- [codeblocks]
- [gdscript]
- # Create the objects.
- var node = Node2D.new()
- var body = RigidDynamicBody2D.new()
- var collision = CollisionShape2D.new()
- # Create the object hierarchy.
- body.add_child(collision)
- node.add_child(body)
- # Change owner of `body`, but not of `collision`.
- body.owner = node
- var scene = PackedScene.new()
- # Only `node` and `body` are now packed.
- var result = scene.pack(node)
- if result == OK:
- var error = ResourceSaver.save("res://path/name.tscn", scene) # Or "user://..."
- if error != OK:
- push_error("An error occurred while saving the scene to disk.")
- [/gdscript]
- [csharp]
- // Create the objects.
- var node = new Node2D();
- var body = new RigidDynamicBody2D();
- var collision = new CollisionShape2D();
- // Create the object hierarchy.
- body.AddChild(collision);
- node.AddChild(body);
- // Change owner of `body`, but not of `collision`.
- body.Owner = node;
- var scene = new PackedScene();
- // Only `node` and `body` are now packed.
- Error result = scene.Pack(node);
- if (result == Error.Ok)
- {
- Error error = ResourceSaver.Save("res://path/name.tscn", scene); // Or "user://..."
- if (error != Error.Ok)
- {
- GD.PushError("An error occurred while saving the scene to disk.");
- }
- }
- [/csharp]
- [/codeblocks]
- </description>
- <tutorials>
- <link title="2D Role Playing Game Demo">https://godotengine.org/asset-library/asset/520</link>
- </tutorials>
- <methods>
- <method name="can_instantiate" qualifiers="const">
- <return type="bool" />
- <description>
- Returns [code]true[/code] if the scene file has nodes.
- </description>
- </method>
- <method name="get_state">
- <return type="SceneState" />
- <description>
- Returns the [code]SceneState[/code] representing the scene file contents.
- </description>
- </method>
- <method name="instantiate" qualifiers="const">
- <return type="Node" />
- <argument index="0" name="edit_state" type="int" enum="PackedScene.GenEditState" default="0" />
- <description>
- Instantiates the scene's node hierarchy. Triggers child scene instantiation(s). Triggers a [constant Node.NOTIFICATION_INSTANCED] notification on the root node.
- </description>
- </method>
- <method name="pack">
- <return type="int" enum="Error" />
- <argument index="0" name="path" type="Node" />
- <description>
- Pack will ignore any sub-nodes not owned by given node. See [member Node.owner].
- </description>
- </method>
- </methods>
- <members>
- <member name="_bundled" type="Dictionary" setter="_set_bundled_scene" getter="_get_bundled_scene" default="{"conn_count": 0,"conns": PackedInt32Array(),"editable_instances": [],"names": PackedStringArray(),"node_count": 0,"node_paths": [],"nodes": PackedInt32Array(),"variants": [],"version": 2}">
- A dictionary representation of the scene contents.
- 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.
- </member>
- </members>
- <constants>
- <constant name="GEN_EDIT_STATE_DISABLED" value="0" enum="GenEditState">
- If passed to [method instantiate], blocks edits to the scene state.
- </constant>
- <constant name="GEN_EDIT_STATE_INSTANCE" value="1" enum="GenEditState">
- If passed to [method instantiate], provides local scene resources to the local scene.
- [b]Note:[/b] Only available in editor builds.
- </constant>
- <constant name="GEN_EDIT_STATE_MAIN" value="2" enum="GenEditState">
- If passed to [method instantiate], provides local scene resources to the local scene. Only the main scene should receive the main edit state.
- [b]Note:[/b] Only available in editor builds.
- </constant>
- <constant name="GEN_EDIT_STATE_MAIN_INHERITED" value="3" enum="GenEditState">
- It's similar to [constant GEN_EDIT_STATE_MAIN], but for the case where the scene is being instantiated to be the base of another one.
- [b]Note:[/b] Only available in editor builds.
- </constant>
- </constants>
- </class>
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