diff options
Diffstat (limited to 'doc/classes/Node.xml')
-rw-r--r-- | doc/classes/Node.xml | 47 |
1 files changed, 34 insertions, 13 deletions
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index e8913f2623..7750d45226 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -128,7 +128,7 @@ </argument> <description> Adds a child node. Nodes can have any number of children, but every child must have a unique name. Child nodes are automatically deleted when the parent node is deleted, so an entire scene can be removed by deleting its topmost node. - If [code]legible_unique_name[/code] is [code]true[/code], the child node will have an human-readable name based on the name of the node being instanced instead of its type. + If [code]legible_unique_name[/code] is [code]true[/code], the child node will have a human-readable name based on the name of the node being instanced instead of its type. [b]Note:[/b] If the child node already has a parent, the function will fail. Use [method remove_child] first to remove the node from its current parent. For example: [codeblocks] [gdscript] @@ -158,8 +158,8 @@ <argument index="1" name="legible_unique_name" type="bool" default="false"> </argument> <description> - Adds a [code]sibling[/code] node to current's node parent, at the the same level as that node, right below it. - If [code]legible_unique_name[/code] is [code]true[/code], the child node will have an human-readable name based on the name of the node being instanced instead of its type. + Adds a [code]sibling[/code] node to current's node parent, at the same level as that node, right below it. + If [code]legible_unique_name[/code] is [code]true[/code], the child node will have a human-readable name based on the name of the node being instanced instead of its type. Use [method add_child] instead of this method if you don't need the child node to be added below a specific node in the list of children. </description> </method> @@ -179,7 +179,7 @@ <return type="bool"> </return> <description> - Returns [code]true[/code] if the node can process while the scene tree is paused (see [member pause_mode]). Always returns [code]true[/code] if the scene tree is not paused, and [code]false[/code] if the node is not in the tree. + Returns [code]true[/code] if the node can process while the scene tree is paused (see [member process_mode]). Always returns [code]true[/code] if the scene tree is not paused, and [code]false[/code] if the node is not in the tree. </description> </method> <method name="duplicate" qualifiers="const"> @@ -245,6 +245,12 @@ Returns an array of references to node's children. </description> </method> + <method name="get_editor_description" qualifiers="const"> + <return type="String"> + </return> + <description> + </description> + </method> <method name="get_groups" qualifiers="const"> <return type="Array"> </return> @@ -623,10 +629,11 @@ </return> <argument index="0" name="node" type="Node"> </argument> - <argument index="1" name="keep_data" type="bool" default="false"> + <argument index="1" name="keep_groups" type="bool" default="false"> </argument> <description> Replaces a node in a scene by the given one. Subscriptions that pass through this node will be lost. + If [code]keep_groups[/code] is [code]true[/code], the [code]node[/code] is added to the same groups that the replaced node is in. </description> </method> <method name="request_ready"> @@ -756,6 +763,14 @@ Sets the folded state of the node in the Scene dock. </description> </method> + <method name="set_editor_description"> + <return type="void"> + </return> + <argument index="0" name="editor_description" type="String"> + </argument> + <description> + </description> + </method> <method name="set_network_master"> <return type="void"> </return> @@ -867,8 +882,8 @@ <member name="owner" type="Node" setter="set_owner" getter="get_owner"> The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using [PackedScene]), all the nodes it owns will be saved with it. This allows for the creation of complex [SceneTree]s, with instancing and subinstancing. </member> - <member name="pause_mode" type="int" setter="set_pause_mode" getter="get_pause_mode" enum="Node.PauseMode" default="0"> - Pause mode. How the node will behave if the [SceneTree] is paused. + <member name="process_mode" type="int" setter="set_process_mode" getter="get_process_mode" enum="Node.ProcessMode" default="0"> + Can be used to pause or unpause the node, or make the node paused based on the [SceneTree], or make it inherit the process mode from its parent (default). </member> <member name="process_priority" type="int" setter="set_process_priority" getter="get_process_priority" default="0"> The node's priority in the execution order of the enabled processing callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose process priority value is [i]lower[/i] will have their processing callbacks executed first. @@ -1016,14 +1031,20 @@ <constant name="NOTIFICATION_TEXT_SERVER_CHANGED" value="2018"> Notification received when text server is changed. </constant> - <constant name="PAUSE_MODE_INHERIT" value="0" enum="PauseMode"> - Inherits pause mode from the node's parent. For the root node, it is equivalent to [constant PAUSE_MODE_STOP]. Default. + <constant name="PROCESS_MODE_INHERIT" value="0" enum="ProcessMode"> + Inherits process mode from the node's parent. For the root node, it is equivalent to [constant PROCESS_MODE_PAUSABLE]. Default. + </constant> + <constant name="PROCESS_MODE_PAUSABLE" value="1" enum="ProcessMode"> + Stops processing when the [SceneTree] is paused (process when unpaused). This is the inverse of [constant PROCESS_MODE_WHEN_PAUSED]. + </constant> + <constant name="PROCESS_MODE_WHEN_PAUSED" value="2" enum="ProcessMode"> + Only process when the [SceneTree] is paused (don't process when unpaused). This is the inverse of [constant PROCESS_MODE_PAUSABLE]. </constant> - <constant name="PAUSE_MODE_STOP" value="1" enum="PauseMode"> - Stops processing when the [SceneTree] is paused. + <constant name="PROCESS_MODE_ALWAYS" value="3" enum="ProcessMode"> + Always process. Continue processing always, ignoring the [SceneTree]'s paused property. This is the inverse of [constant PROCESS_MODE_DISABLED]. </constant> - <constant name="PAUSE_MODE_PROCESS" value="2" enum="PauseMode"> - Continue to process regardless of the [SceneTree] pause state. + <constant name="PROCESS_MODE_DISABLED" value="4" enum="ProcessMode"> + Never process. Completely disables processing, ignoring the [SceneTree]'s paused property. This is the inverse of [constant PROCESS_MODE_ALWAYS]. </constant> <constant name="DUPLICATE_SIGNALS" value="1" enum="DuplicateFlags"> Duplicate the node's signals. |