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path: root/doc/classes/PackedScene.xml
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<?xml version="1.0" encoding="UTF-8" ?>
<class name="PackedScene" inherits="Resource" version="4.0">
	<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 [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]), [RigidDynamicBody2D] ([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 [code]pack[/code] will therefore only save those two nodes, but not [code]collision[/code].
		[codeblocks]
		[gdscript]
		# Create the objects.
		var node = Node2D.new()
		var body = RigidDynamicBody2D.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:
		    var error = ResourceSaver.save("res://path/name.tscn", scene)  # 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 RigidDynamicBody2D();
		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)
		{
		    Error error = ResourceSaver.Save("res://path/name.tscn", scene); // 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 Demo">https://godotengine.org/asset-library/asset/520</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">
			<return type="SceneState" />
			<description>
				Returns the [code]SceneState[/code] representing the scene file contents.
			</description>
		</method>
		<method name="instantiate" 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="{ &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;: 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 instantiate], blocks edits to the scene state.
		</constant>
		<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>
		<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>
		<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>