diff options
Diffstat (limited to 'doc/classes/Node.xml')
-rw-r--r-- | doc/classes/Node.xml | 38 |
1 files changed, 35 insertions, 3 deletions
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index 3f9a9cd0c8..d43885a9d9 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -5,7 +5,7 @@ </brief_description> <description> Nodes are Godot's building blocks. They can be assigned as the child of another node, resulting in a tree arrangement. A given node can contain any number of nodes as children with the requirement that all siblings (direct children of a node) should have unique names. - A tree of nodes is called a [i]scene[/i]. Scenes can be saved to the disk and then instanced into other scenes. This allows for very high flexibility in the architecture and data model of Godot projects. Nodes can also optionally be added to groups. This makes it possible to access a number of nodes from code (an "enemies" group, for example) to perform grouped actions. + A tree of nodes is called a [i]scene[/i]. Scenes can be saved to the disk and then instanced into other scenes. This allows for very high flexibility in the architecture and data model of Godot projects. [b]Scene tree:[/b] The [SceneTree] contains the active tree of nodes. When a node is added to the scene tree, it receives the NOTIFICATION_ENTER_TREE notification and its [method _enter_tree] callback is triggered. Child nodes are always added [i]after[/i] their parent node, i.e. the [method _enter_tree] callback of a parent node will be triggered before its child's. Once all nodes have been added in the scene tree, they receive the NOTIFICATION_READY notification and their respective [method _ready] callbacks are triggered. For groups of nodes, the [method _ready] callback is called in reverse order, starting with the children and moving up to the parent nodes. This means that when adding a node to the scene tree, the following order will be used for the callbacks: [method _enter_tree] of the parent, [method _enter_tree] of the children, [method _ready] of the children and finally [method _ready] of the parent (recursively for the entire scene tree). @@ -453,7 +453,30 @@ <return type="void"> </return> <description> - Prints the scene hierarchy of this node and all it's children to stdout. Used mainly for debugging purposes. + Prints the tree to stdout. Used mainly for debugging purposes. This version displays the path relative to the current node, and is good for copy/pasting into the [method get_node] function. Example output: + [codeblock] + TheGame + TheGame/Menu + TheGame/Menu/Label + TheGame/Menu/Camera2D + TheGame/SplashScreen + TheGame/SplashScreen/Camera2D + [/codeblock] + </description> + </method> + <method name="print_tree_pretty"> + <return type="void"> + </return> + <description> + Similar to [method print_tree], this prints the tree to stdout. This version displays a more graphical representation similar to what is displayed in the scene inspector. It is useful for inspecting larger trees. Example output: + [codeblock] + ┖╴TheGame + ┠╴Menu + ┃ ┠╴Label + ┃ ┖╴Camera2D + ┖-SplashScreen + ┖╴Camera2D + [/codeblock] </description> </method> <method name="propagate_call"> @@ -739,20 +762,29 @@ </method> </methods> <members> + <member name="custom_multiplayer_api" type="MultiplayerAPI" setter="set_custom_multiplayer_api" getter="get_custom_multiplayer_api"> + </member> <member name="filename" type="String" setter="set_filename" getter="get_filename"> When a scene is instanced from a file, its topmost node contains the filename from which it was loaded. </member> + <member name="multiplayer_api" type="MultiplayerAPI" setter="" getter="get_multiplayer_api"> + </member> <member name="name" type="String" setter="set_name" getter="get_name"> The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed </member> <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 SceneSaver) all the nodes it owns will be saved with it. This allows for the creation of complex [SceneTree]s, with instancing and subinstancing. + 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"> Pause mode. How the node will behave if the [SceneTree] is paused. </member> </members> <signals> + <signal name="ready"> + <description> + Emitted when the node is ready. + </description> + </signal> <signal name="renamed"> <description> Emitted when the node is renamed. |