autoloads_versus_internal_nodes.rst 4.8 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110
  1. .. _doc_autoloads_versus_internal_nodes:
  2. Autoloads versus regular nodes
  3. ==============================
  4. Godot offers a feature to automatically load nodes at the root of your project,
  5. allowing you to access them globally, that can fulfill the role of a Singleton:
  6. :ref:`doc_singletons_autoload`. These auto-loaded nodes are not freed when you
  7. change the scene from code with :ref:`SceneTree.change_scene <class_SceneTree_method_change_scene>`.
  8. In this guide, you will learn when to use the Autoload feature, and techniques
  9. you can use to avoid it.
  10. The cutting audio issue
  11. -----------------------
  12. Other engines can encourage the use of creating manager classes, singletons that
  13. organize a lot of functionality into a globally accessible object. Godot offers
  14. many ways to avoid global state thanks to the node tree and signals.
  15. For example, let's say we are building a platformer and want to collect coins
  16. that play a sound effect. There's a node for that: the :ref:`AudioStreamPlayer
  17. <class_AudioStreamPlayer>`. But if we call the ``AudioStreamPlayer`` while it is
  18. already playing a sound, the new sound interrupts the first.
  19. A solution is to code a global, auto-loaded sound manager class. It generates a
  20. pool of ``AudioStreamPlayer`` nodes that cycle through as each new request for
  21. sound effects comes in. Say we call that class ``Sound``, you can use it from
  22. anywhere in your project by calling ``Sound.play("coin_pickup.ogg")``. This
  23. solves the problem in the short term but causes more problems:
  24. 1. **Global state**: one object is now responsible for all objects' data. If the
  25. ``Sound`` class has errors or doesn't have an AudioStreamPlayer available,
  26. all the nodes calling it can break.
  27. 2. **Global access**: now that any object can call ``Sound.play(sound_path)``
  28. from anywhere, there's no longer an easy way to find the source of a bug.
  29. 3. **Global resource allocation**: with a pool of ``AudioStreamPlayer`` nodes
  30. stored from the start, you can either have too few and face bugs, or too many
  31. and use more memory than you need.
  32. .. note::
  33. About global access, the problem is that Any code anywhere could pass wrong
  34. data to the ``Sound`` autoload in our example. As a result, the domain to
  35. explore to fix the bug spans the entire project.
  36. When you keep code inside a scene, only one or two scripts may be
  37. involved in audio.
  38. Contrast this with each scene keeping as many ``AudioStreamPlayer`` nodes as it
  39. needs within itself and all these problems go away:
  40. 1. Each scene manages its own state information. If there is a problem with the
  41. data, it will only cause issues in that one scene.
  42. 2. Each scene accesses only its own nodes. Now, if there is
  43. a bug, it's easy to find which node is at fault.
  44. 3. Each scene allocates exactly the amount of resources it needs.
  45. Managing shared functionality or data
  46. -------------------------------------
  47. Another reason to use an Autoload can be that you want to reuse the same method
  48. or data across many scenes.
  49. In the case of functions, you can create a new type of ``Node`` that provides
  50. that feature for an individual scene using the :ref:`class_name
  51. <doc_scripting_continued_class_name>` keyword in GDScript.
  52. When it comes to data, you can either:
  53. 1. Create a new type of :ref:`Resource <class_Resource>` to share the data.
  54. 2. Store the data in an object to which each node has access, for example using
  55. the ``owner`` property to access the scene's root node.
  56. When you should use an Autoload
  57. -------------------------------
  58. Auto-loaded nodes can simplify your code in some cases:
  59. - **Static Data**: if you need data that is exclusive to one class, like a
  60. database, then an autoload can be a good tool. There is no scripting API in
  61. Godot to create and manage static data otherwise.
  62. - **Static functions**: creating a library of functions that only return values.
  63. - **Systems with a wide scope**: If the singleton is managing its own
  64. information and not invading the data of other objects, then it's a great way to
  65. create systems that handle broad-scoped tasks. For example, a quest or a
  66. dialogue system.
  67. Until Godot 3.1, another use was just for convenience: autoloads have a global
  68. variable for their name generated in GDScript, allowing you to call them from
  69. any script file in your project. But now, you can use the ``class_name`` keyword
  70. instead to get auto-completion for a type in your entire project.
  71. .. note::
  72. Autoload is not exactly a Singleton. Nothing prevents you from instantiating
  73. copies of an auto-loaded node. It is only a tool that makes a node load
  74. automatically as a child of the root of your scene tree, regardless of your
  75. game's node structure or which scene you run, e.g. by pressing :kbd:`F6` key.
  76. As a result, you can get the auto-loaded node, for example an autoload called
  77. ``Sound``, by calling ``get_node("/root/Sound")``.