123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132 |
- .. _doc_groups:
- Groups
- ======
- Groups in Godot work like tags in other software. You can add a node to as many
- groups as you want. Then, in code, you can use the SceneTree to:
- - Get a list of nodes in a group.
- - Call a method on all nodes in a group.
- - Send a notification to all nodes in a group.
- This is a useful feature to organize large scenes and decouple code.
- Managing groups
- ---------------
- Groups are created by adding a node to a new group name, and likewise they are
- removed by removing all nodes from a given group.
- There are two ways to add/remove nodes to groups:
- - During design, by using the Node dock in the editor, or the Global Groups in project settings.
- - During execution, by calling :ref:`Node.add_to_group() <class_Node_method_add_to_group>`
- or :ref:`Node.remove_from_group() <class_Node_method_remove_from_group>`.
- Using the Node dock
- ~~~~~~~~~~~~~~~~~~~
- You can create new groups using the Groups tab in the Node dock.
- .. image:: img/groups_node_tab.webp
- Select one or more nodes in the Scene dock then click the add button with the + symbol.
- .. image:: img/groups_add_new_group_button.webp
- You should now see the Create New Group modal appear. Write the group name in the field.
- You can optionally mark the option "Global", which will make the group visible project-wide,
- and able to be reused in any project scene. This will also allow you to give it a description.
- When done, press Ok to create it.
- .. image:: img/groups_add_new_group_modal.webp
- You should see the new groups appear in the Groups tab under Scene Groups if the Global option was
- unmarked, or under Global Groups if that option was marked.
- Selected Node(s) from the Scene dock can be added into groups by marking the checkbox on the left side
- of the groups in the Groups dock. The node(s) you had selected when creating a new group will be automatically checked.
- .. image:: img/groups_node_tab_with_created_groups.webp
- All groups present in the project that were marked as Global, created from any scene, will be visible under Global Groups.
- Any other group derived from nodes in the current scene will appear under Scene Groups.
- .. warning:: The same underlying logic is used for both Global and Scene groups.
- Groups with the same name are considered one and the same. This feature is purely organizational.
- .. image:: img/groups_node_tab_with_multiple_types_of_groups.webp
- You can manage Global Groups in the Global Groups dock, inside Project Settings. There, you will be able to add new
- global groups, or change existing groups' names and descriptions.
- .. image:: img/groups_global_groups_settings.webp
- Using code
- ~~~~~~~~~~
- You can also manage groups from scripts. The following code adds the node to
- which you attach the script to the ``guards`` group as soon as it enters the
- scene tree.
- .. tabs::
- .. code-tab:: gdscript GDScript
- func _ready():
- add_to_group("guards")
- .. code-tab:: csharp
- public override void _Ready()
- {
- base._Ready();
- AddToGroup("guards");
- }
- Imagine you're creating an infiltration game. When an
- enemy spots the player, you want all guards and robots to be on alert.
- In the fictional example below, we use ``SceneTree.call_group()`` to alert all
- enemies that the player was spotted.
- .. tabs::
- .. code-tab:: gdscript GDScript
- func _on_player_spotted():
- get_tree().call_group("guards", "enter_alert_mode")
- .. code-tab:: csharp
- public void _OnPlayerDiscovered()
- {
- GetTree().CallGroup("guards", "enter_alert_mode");
- }
- The above code calls the function ``enter_alert_mode`` on every member of the
- group ``guards``.
- To get the full list of nodes in the ``guards`` group as an array, you can call
- :ref:`SceneTree.get_nodes_in_group()
- <class_SceneTree_method_get_nodes_in_group>`:
- .. tabs::
- .. code-tab:: gdscript GDScript
- var guards = get_tree().get_nodes_in_group("guards")
- .. code-tab:: csharp
- var guards = GetTree().GetNodesInGroup("guards");
- The :ref:`SceneTree <class_SceneTree>` class provides many more useful methods
- to interact with scenes, their node hierarchy, and groups. It allows you to
- switch scenes easily or reload them, quit the game or pause and unpause it. It
- also provides useful signals.
|