godot/doc/classes/Script.xml

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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Script" inherits="Resource" version="4.0">
<brief_description>
A class stored as a resource.
</brief_description>
<description>
A class stored as a resource. A script extends the functionality of all objects that instance it.
The [code]new[/code] method of a script subclass creates a new instance. [method Object.set_script] extends an existing object, if that object's class matches one of the script's base classes.
</description>
<tutorials>
<link title="Scripting">https://docs.godotengine.org/en/latest/getting_started/step_by_step/scripting.html</link>
</tutorials>
<methods>
<method name="can_instantiate" qualifiers="const">
<return type="bool">
</return>
<description>
Returns [code]true[/code] if the script can be instantiated.
</description>
</method>
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<method name="get_base_script" qualifiers="const">
<return type="Script">
</return>
<description>
Returns the script directly inherited by this script.
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</description>
</method>
<method name="get_instance_base_type" qualifiers="const">
<return type="StringName">
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</return>
<description>
Returns the script's base type.
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</description>
</method>
<method name="get_property_default_value">
<return type="Variant">
</return>
<argument index="0" name="property" type="StringName">
</argument>
<description>
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Returns the default value of the specified property.
</description>
</method>
<method name="get_script_constant_map">
<return type="Dictionary">
</return>
<description>
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Returns a dictionary containing constant names and their values.
</description>
</method>
<method name="get_script_method_list">
<return type="Array">
</return>
<description>
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Returns the list of methods in this [Script].
</description>
</method>
<method name="get_script_property_list">
<return type="Array">
</return>
<description>
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Returns the list of properties in this [Script].
</description>
</method>
<method name="get_script_signal_list">
<return type="Array">
</return>
<description>
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Returns the list of user signals defined in this [Script].
</description>
</method>
<method name="has_script_signal" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="signal_name" type="StringName">
</argument>
<description>
Returns [code]true[/code] if the script, or a base class, defines a signal with the given name.
</description>
</method>
<method name="has_source_code" qualifiers="const">
<return type="bool">
</return>
<description>
Returns [code]true[/code] if the script contains non-empty source code.
</description>
</method>
<method name="instance_has" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="base_object" type="Object">
</argument>
<description>
Returns [code]true[/code] if [code]base_object[/code] is an instance of this script.
</description>
</method>
<method name="is_tool" qualifiers="const">
<return type="bool">
</return>
<description>
Returns [code]true[/code] if the script is a tool script. A tool script can run in the editor.
</description>
</method>
<method name="reload">
<return type="int" enum="Error">
</return>
<argument index="0" name="keep_state" type="bool" default="false">
</argument>
<description>
Reloads the script's class implementation. Returns an error code.
</description>
</method>
</methods>
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<members>
<member name="source_code" type="String" setter="set_source_code" getter="get_source_code">
The script source code or an empty string if source code is not available. When set, does not reload the class implementation automatically.
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</member>
</members>
<constants>
</constants>
</class>