godot/doc/classes/PackedScene.xml
Hugo Locurcio f7f6115f76
Proofread and improve the whole class reference
- Document a few more properties and methods
- Add more information to many classes
- Fix lots of typos and gramar mistakes
- Use [code] tags for parameters consistently
- Use [b] and [i] tags consistently
- Put "Warning:" and "Note:" on their own line to be more visible,
  and make them always bold
- Tweak formatting in code examples to be more readable
- Use double quotes consistently
- Add more links to third-party technologies
2019-06-27 22:30:19 +02:00

87 lines
3.7 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="PackedScene" inherits="Resource" category="Core" version="3.2">
<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 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].
[codeblock]
# 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:
ResourceSaver.save("res://path/name.scn", scene) # Or "user://..."
[/codeblock]
</description>
<tutorials>
</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">
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>