godot/doc/classes/PackedScene.xml
HaSa1002 a3df26e554 Docs: Port Code Examples to C# (M, N, O, P, R)
Includes:
 * MarginContainer
 * NavigationPolygon
 * Node
 * NodePath
 * OS
 * PackedByteArray
 * PackedScene
 * PacketPeerUDP
 * PCKPacker
 * Performance
 * PhysicsShapeQueryParameters2D
 * PhysicsShapeQueryParameters3D
 * PrimitiveMesh
 * ProjectSettings

Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
2020-11-09 10:05:53 +01:00

131 lines
5.5 KiB
XML

<?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 node it owns get saved (see [code]owner[/code] property on [Node]).
[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").instance()
# 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").Instance();
// 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: [code]Node2D[/code] ([code]node[/code]), [code]RigidBody2D[/code] ([code]rigid[/code]) and [code]CollisionObject2D[/code] ([code]collision[/code]). [code]collision[/code] is a child of [code]rigid[/code] which is a child of [code]node[/code]. Only [code]rigid[/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 rigid = RigidBody2D.new()
var collision = CollisionShape2D.new()
# Create the object hierarchy.
rigid.add_child(collision)
node.add_child(rigid)
# Change owner of `rigid`, but not of `collision`.
rigid.owner = node
var scene = PackedScene.new()
# Only `node` and `rigid` 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 rigid = new RigidBody2D();
var collision = new CollisionShape2D();
// Create the object hierarchy.
rigid.AddChild(collision);
node.AddChild(rigid);
// Change owner of `rigid`, but not of `collision`.
rigid.Owner = node;
var scene = new PackedScene();
// Only `node` and `rigid` 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_instance" qualifiers="const">
<return type="bool">
</return>
<description>
Returns [code]true[/code] if the scene file has nodes.
</description>
</method>
<method name="get_state">
<return type="SceneState">
</return>
<description>
Returns the [code]SceneState[/code] representing the scene file contents.
</description>
</method>
<method name="instance" qualifiers="const">
<return type="Node">
</return>
<argument index="0" name="edit_state" type="int" enum="PackedScene.GenEditState" default="0">
</argument>
<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">
</return>
<argument index="0" name="path" type="Node">
</argument>
<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 instance], blocks edits to the scene state.
</constant>
<constant name="GEN_EDIT_STATE_INSTANCE" value="1" enum="GenEditState">
If passed to [method instance], 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 instance], 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>
</constants>
</class>