godot/doc/classes/PackedScene.xml

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<?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.
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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 [member Node.owner] property).
[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&lt;PackedScene&gt;().
var scene = ResourceLoader.Load&lt;PackedScene&gt;("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: [Node2D] ([code]node[/code]), [RigidBody2D] ([code]body[/code]) and [CollisionObject2D] ([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 [method pack] will therefore only save those two nodes, but not [code]collision[/code].
[codeblocks]
[gdscript]
# Create the objects.
var node = Node2D.new()
var body = RigidBody2D.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:
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var error = ResourceSaver.save(scene, "res://path/name.tscn") # 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 RigidBody2D();
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)
{
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Error error = ResourceSaver.Save(scene, "res://path/name.tscn"); // 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 (RPG) Demo">https://godotengine.org/asset-library/asset/2729</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" qualifiers="const">
<return type="SceneState" />
<description>
Returns the [SceneState] representing the scene file contents.
</description>
</method>
<method name="instantiate" qualifiers="const" keywords="create, make, spawn, new">
<return type="Node" />
<param 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_SCENE_INSTANTIATED] notification on the root node.
</description>
</method>
<method name="pack">
<return type="int" enum="Error" />
<param index="0" name="path" type="Node" />
<description>
Packs the [param path] node, and all owned sub-nodes, into this [PackedScene]. Any existing data will be cleared. See [member Node.owner].
</description>
</method>
</methods>
<members>
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<member name="_bundled" type="Dictionary" setter="_set_bundled_scene" getter="_get_bundled_scene" default="{ &quot;conn_count&quot;: 0, &quot;conns&quot;: PackedInt32Array(), &quot;editable_instances&quot;: [], &quot;names&quot;: PackedStringArray(), &quot;node_count&quot;: 0, &quot;node_paths&quot;: [], &quot;nodes&quot;: PackedInt32Array(), &quot;variants&quot;: [], &quot;version&quot;: 3 }">
A dictionary representation of the scene contents.
Available keys include "names" and "variants" for resources, "node_count", "nodes", "node_paths" for nodes, "editable_instances" for paths to overridden nodes, "conn_count" and "conns" for signal connections, and "version" for the format style of the PackedScene.
</member>
</members>
<constants>
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<constant name="GEN_EDIT_STATE_DISABLED" value="0" enum="GenEditState">
If passed to [method instantiate], blocks edits to the scene state.
</constant>
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<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>
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<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>
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<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>