1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495 |
- <?xml version="1.0" encoding="UTF-8" ?>
- <class name="PackedScene" inherits="Resource" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
- <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]
- [codeblock]
- # Use `load()` instead of `preload()` if the path isn't known at compile-time.
- var scene = preload("res://scene.tscn").instance()
- # Add the node as a child of the node the script is attached to.
- add_child(scene)
- [/codeblock]
- [b]Example of saving a node with different owners:[/b] The following example creates 3 objects: [code]Node2D[/code] ([code]node[/code]), [code]RigidBody2D[/code] ([code]rigid[/code]) and [code]CollisionObject2D[/code] ([code]collision[/code]). [code]collision[/code] is a child of [code]rigid[/code] which is a child of [code]node[/code]. Only [code]rigid[/code] is owned by [code]node[/code] and [code]pack[/code] will therefore only save those two nodes, but not [code]collision[/code].
- [codeblock]
- # Create the objects.
- var node = Node2D.new()
- var rigid = RigidBody2D.new()
- var collision = CollisionShape2D.new()
- # Create the object hierarchy.
- rigid.add_child(collision)
- node.add_child(rigid)
- # Change owner of `rigid`, but not of `collision`.
- rigid.owner = node
- var scene = PackedScene.new()
- # Only `node` and `rigid` are now packed.
- var result = scene.pack(node)
- if result == OK:
- var error = ResourceSaver.save("res://path/name.scn", scene) # Or "user://..."
- if error != OK:
- push_error("An error occurred while saving the scene to disk.")
- [/codeblock]
- </description>
- <tutorials>
- <link title="2D Role Playing Game Demo">https://godotengine.org/asset-library/asset/520</link>
- </tutorials>
- <methods>
- <method name="can_instance" 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="instance" 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": PoolIntArray( ),"editable_instances": [ ],"names": PoolStringArray( ),"node_count": 0,"node_paths": [ ],"nodes": PoolIntArray( ),"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 instance], blocks edits to the scene state.
- </constant>
- <constant name="GEN_EDIT_STATE_INSTANCE" value="1" enum="GenEditState">
- If passed to [method instance], 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 instance], 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>
|