singletons_autoload.rst 8.8 KB

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  1. .. _doc_singletons_autoload:
  2. Singletons (AutoLoad)
  3. =====================
  4. Introduction
  5. ------------
  6. Godot's scene system, while powerful and flexible, has a drawback: there is no
  7. method for storing information (e.g. a player's score or inventory) that is
  8. needed by more than one scene.
  9. It's possible to address this with some workarounds, but they come with their
  10. own limitations:
  11. - You can use a "master" scene that loads and unloads other scenes as
  12. its children. However, this means you can no longer run those scenes
  13. individually and expect them to work correctly.
  14. - Information can be stored to disk in ``user://`` and then loaded by scenes
  15. that require it, but frequently saving and loading data is cumbersome and
  16. may be slow.
  17. The `Singleton Pattern <https://en.wikipedia.org/wiki/Singleton_pattern>`_ is
  18. a useful tool for solving the common use case where you need to store
  19. persistent information between scenes. In our case it is possible re-use the
  20. same scene or class for multiple singletons, so long as they have different
  21. names.
  22. Using this concept, you can create objects that:
  23. - Are always loaded, no matter which scene is currently running
  24. - Can store global variables, such as player information
  25. - Can handle switching scenes and between-scene transitions
  26. - Act like a singleton, since GDScript does not support global variables by design
  27. Autoloading nodes and scripts can give us these characteristics.
  28. AutoLoad
  29. --------
  30. You can use AutoLoad to load a scene or a script that inherits from
  31. :ref:`Node <class_Node>`. Note: when autoloading a script, a Node will be
  32. created and the script will be attached to it. This node will be added to the
  33. root viewport before any other scenes are loaded.
  34. .. image:: img/singleton.png
  35. To autoload a scene or script, select ``Project -> Project Settings`` from the
  36. menu and switch to the "AutoLoad" tab.
  37. .. image:: img/autoload_tab.png
  38. Here you can add any number of scenes or scripts. Each entry in the list
  39. requires a name, which is assigned as the node's ``name`` property. The order of
  40. the entries as they are added to the global scene tree can be manipulated using
  41. the up/down arrow keys.
  42. .. image:: img/autoload_example.png
  43. This means that any node can access a singleton named "PlayerVariables" with:
  44. .. tabs::
  45. .. code-tab:: gdscript GDScript
  46. var player_vars = get_node("/root/PlayerVariables")
  47. player_vars.health -= 10
  48. .. code-tab:: csharp
  49. var playerVariables = (PlayerVariables)GetNode("/root/PlayerVariables");
  50. playerVariables.Health -= 10; // Instance field.
  51. If the "Enable" column is checked (default true) then the singleton can simply
  52. be accessed directly:
  53. .. tabs::
  54. .. code-tab:: gdscript GDScript
  55. PlayerVariables.health -= 10
  56. .. code-tab:: csharp
  57. // Static members can be accessed by using the class name.
  58. PlayerVariables.Health -= 10;
  59. Note that autoload objects (scripts and/or scenes) are accessed just like any
  60. other node in the scene tree. In fact, if you look at the running scene tree,
  61. you'll see the autoloaded nodes appear:
  62. .. image:: img/autoload_runtime.png
  63. Custom scene switcher
  64. ---------------------
  65. This tutorial will demonstrate building a scene switcher using autoload. For
  66. basic scene switching, you can use the
  67. :ref:`SceneTree.change_scene() <class_SceneTree_method_change_scene>`
  68. method (see :ref:`doc_scene_tree` for details). However, if you need more
  69. complex behavior when changing scenes, this method provides more functionality.
  70. To begin, download the template from here:
  71. :download:`autoload.zip <files/autoload.zip>` and open it in Godot.
  72. The project contains two scenes: ``Scene1.tscn`` and ``Scene2.tscn``. Each
  73. scene contains a label displaying the scene name and a button with its
  74. ``pressed()`` signal connected. When you run the project, it starts in
  75. ``Scene1.tscn``. However, pressing the button does nothing.
  76. Global.gd
  77. ~~~~~~~~~
  78. Switch to the "Script" tab and create a new script called Global.gd. Make sure
  79. it inherits from ``Node``:
  80. .. image:: img/autoload_script.png
  81. The next step is to add this script to the autoLoad list. Open
  82. ``Project > Project Settings`` from the menu, switch to the "AutoLoad" tab and
  83. select the script by clicking the ``..`` button or typing its path:
  84. ``res://Global.gd``. Press "Add" to add it to the autoload list:
  85. .. image:: img/autoload_tutorial1.png
  86. Now whenever we run any scene in the project, this script will always be loaded.
  87. Returning to the script, it needs to fetch the current scene in the
  88. `_ready()` function. Both the current scene (the one with the button) and
  89. ``global.gd`` are children of root, but autoloaded nodes are always first. This
  90. means that the last child of root is always the loaded scene.
  91. .. tabs::
  92. .. code-tab:: gdscript GDScript
  93. extends Node
  94. var current_scene = null
  95. func _ready():
  96. var root = get_tree().get_root()
  97. current_scene = root.get_child(root.get_child_count() - 1)
  98. .. code-tab:: csharp
  99. using Godot;
  100. using System;
  101. public class Global : Godot.Node
  102. {
  103. public Node CurrentScene { get; set; }
  104. public override void _Ready()
  105. {
  106. Viewport root = GetTree().GetRoot();
  107. CurrentScene = root.GetChild(root.GetChildCount() - 1);
  108. }
  109. }
  110. Now we need a function for changing the scene. This function needs to free the
  111. current scene and replace it with the requested one.
  112. .. tabs::
  113. .. code-tab:: gdscript GDScript
  114. func goto_scene(path):
  115. # This function will usually be called from a signal callback,
  116. # or some other function in the current scene.
  117. # Deleting the current scene at this point is
  118. # a bad idea, because it may still be executing code.
  119. # This will result in a crash or unexpected behavior.
  120. # The solution is to defer the load to a later time, when
  121. # we can be sure that no code from the current scene is running:
  122. call_deferred("_deferred_goto_scene", path)
  123. func _deferred_goto_scene(path):
  124. # It is now safe to remove the current scene
  125. current_scene.free()
  126. # Load the new scene.
  127. var s = ResourceLoader.load(path)
  128. # Instance the new scene.
  129. current_scene = s.instance()
  130. # Add it to the active scene, as child of root.
  131. get_tree().get_root().add_child(current_scene)
  132. # Optionally, to make it compatible with the SceneTree.change_scene() API.
  133. get_tree().set_current_scene(current_scene)
  134. .. code-tab:: csharp
  135. public void GotoScene(string path)
  136. {
  137. // This function will usually be called from a signal callback,
  138. // or some other function from the current scene.
  139. // Deleting the current scene at this point is
  140. // a bad idea, because it may still be executing code.
  141. // This will result in a crash or unexpected behavior.
  142. // The solution is to defer the load to a later time, when
  143. // we can be sure that no code from the current scene is running:
  144. CallDeferred(nameof(DeferredGotoScene), path);
  145. }
  146. public void DeferredGotoScene(string path)
  147. {
  148. // It is now safe to remove the current scene
  149. CurrentScene.Free();
  150. // Load a new scene.
  151. var nextScene = (PackedScene)GD.Load(path);
  152. // Instance the new scene.
  153. CurrentScene = nextScene.Instance();
  154. // Add it to the active scene, as child of root.
  155. GetTree().GetRoot().AddChild(CurrentScene);
  156. // Optionally, to make it compatible with the SceneTree.change_scene() API.
  157. GetTree().SetCurrentScene(CurrentScene);
  158. }
  159. Using :ref:`Object.call_deferred() <class_Object_method_call_deferred>`,
  160. the second function will only run once all code from the current scene has
  161. completed. Thus, the current scene will not be removed while it is
  162. still being used (i.e. its code is still running).
  163. Finally, we need to fill the empty callback functions in the two scenes:
  164. .. tabs::
  165. .. code-tab:: gdscript GDScript
  166. # Add to 'Scene1.gd'.
  167. func _on_Button_pressed():
  168. Global.goto_scene("res://Scene2.tscn")
  169. .. code-tab:: csharp
  170. // Add to 'Scene1.cs'.
  171. public void OnButtonPressed()
  172. {
  173. var global = (Global)GetNode("/root/Global");
  174. global.GotoScene("res://Scene2.tscn");
  175. }
  176. and
  177. .. tabs::
  178. .. code-tab:: gdscript GDScript
  179. # Add to 'Scene2.gd'.
  180. func _on_Button_pressed():
  181. Global.goto_scene("res://Scene1.tscn")
  182. .. code-tab:: csharp
  183. // Add to 'Scene2.cs'.
  184. public void OnButtonPressed()
  185. {
  186. var global = (Global)GetNode("/root/Global");
  187. global.GotoScene("res://Scene1.tscn");
  188. }
  189. Run the project and test that you can switch between scenes by pressing
  190. the button.
  191. Note: When scenes are small, the transition is instantaneous. However, if your
  192. scenes are more complex, they may take a noticeable amount of time to appear. To
  193. learn how to handle this, see the next tutorial: :ref:`doc_background_loading`