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classref: Sync with current master branch (53be3b7)
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@@ -272,19 +272,19 @@ Gets whether the import option specified by ``option_name`` should be visible in
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.. code-tab:: gdscript
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func _get_option_visibility(option, options):
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func _get_option_visibility(path, option_name, options):
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# Only show the lossy quality setting if the compression mode is set to "Lossy".
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if option == "compress/lossy_quality" and options.has("compress/mode"):
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if option_name == "compress/lossy_quality" and options.has("compress/mode"):
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return int(options["compress/mode"]) == COMPRESS_LOSSY # This is a constant that you set
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return true
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.. code-tab:: csharp
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public void _GetOptionVisibility(string option, Godot.Collections.Dictionary options)
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public override bool _GetOptionVisibility(string path, StringName optionName, Godot.Collections.Dictionary options)
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{
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// Only show the lossy quality setting if the compression mode is set to "Lossy".
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if (option == "compress/lossy_quality" && options.ContainsKey("compress/mode"))
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if (optionName == "compress/lossy_quality" && options.ContainsKey("compress/mode"))
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{
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return (int)options["compress/mode"] == CompressLossy; // This is a constant you set
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}
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@@ -5492,7 +5492,15 @@ If ``true``, uses :ref:`StringName<class_StringName>` instead of :ref:`String<cl
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:ref:`bool<class_bool>` **text_editor/completion/add_type_hints** :ref:`🔗<class_EditorSettings_property_text_editor/completion/add_type_hints>`
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If ``true``, adds :doc:`GDScript static typing <../tutorials/scripting/gdscript/static_typing>` hints such as ``-> void`` and ``: int`` when using code autocompletion or when creating onready variables by drag and dropping nodes into the script editor while pressing the :kbd:`Ctrl` key. If ``true``, newly created scripts will also automatically have type hints added to their method parameters and return types.
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If ``true``, automatically adds :doc:`GDScript static typing <../tutorials/scripting/gdscript/static_typing>` (such as ``-> void`` and ``: int``) in many situations where it's possible to, including when:
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- Accepting a suggestion from code autocompletion;
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- Creating a new script from a template;
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- Connecting signals from the Node dock;
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- Creating variables prefixed with :ref:`@GDScript.@onready<class_@GDScript_annotation_@onready>`, by dropping nodes from the Scene dock into the script editor while holding :kbd:`Ctrl`.
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.. rst-class:: classref-item-separator
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@@ -1104,7 +1104,7 @@ Sets file UNIX permissions.
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:ref:`bool<class_bool>` **store_8**\ (\ value\: :ref:`int<class_int>`\ ) :ref:`🔗<class_FileAccess_method_store_8>`
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Stores an integer as 8 bits in the file. This advances the file cursor by 1 byte.
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Stores an integer as 8 bits in the file. This advances the file cursor by 1 byte. Returns ``true`` if the operation is successful.
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\ **Note:** The ``value`` should lie in the interval ``[0, 255]``. Any other value will overflow and wrap around.
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@@ -1122,7 +1122,7 @@ To store a signed integer, use :ref:`store_64()<class_FileAccess_method_store_64
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:ref:`bool<class_bool>` **store_16**\ (\ value\: :ref:`int<class_int>`\ ) :ref:`🔗<class_FileAccess_method_store_16>`
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Stores an integer as 16 bits in the file. This advances the file cursor by 2 bytes.
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Stores an integer as 16 bits in the file. This advances the file cursor by 2 bytes. Returns ``true`` if the operation is successful.
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\ **Note:** The ``value`` should lie in the interval ``[0, 2^16 - 1]``. Any other value will overflow and wrap around.
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@@ -1177,7 +1177,7 @@ To store a signed integer, use :ref:`store_64()<class_FileAccess_method_store_64
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:ref:`bool<class_bool>` **store_32**\ (\ value\: :ref:`int<class_int>`\ ) :ref:`🔗<class_FileAccess_method_store_32>`
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Stores an integer as 32 bits in the file. This advances the file cursor by 4 bytes.
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Stores an integer as 32 bits in the file. This advances the file cursor by 4 bytes. Returns ``true`` if the operation is successful.
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\ **Note:** The ``value`` should lie in the interval ``[0, 2^32 - 1]``. Any other value will overflow and wrap around.
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@@ -1195,7 +1195,7 @@ To store a signed integer, use :ref:`store_64()<class_FileAccess_method_store_64
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:ref:`bool<class_bool>` **store_64**\ (\ value\: :ref:`int<class_int>`\ ) :ref:`🔗<class_FileAccess_method_store_64>`
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Stores an integer as 64 bits in the file. This advances the file cursor by 8 bytes.
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Stores an integer as 64 bits in the file. This advances the file cursor by 8 bytes. Returns ``true`` if the operation is successful.
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\ **Note:** The ``value`` must lie in the interval ``[-2^63, 2^63 - 1]`` (i.e. be a valid :ref:`int<class_int>` value).
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@@ -1211,7 +1211,7 @@ Stores an integer as 64 bits in the file. This advances the file cursor by 8 byt
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:ref:`bool<class_bool>` **store_buffer**\ (\ buffer\: :ref:`PackedByteArray<class_PackedByteArray>`\ ) :ref:`🔗<class_FileAccess_method_store_buffer>`
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Stores the given array of bytes in the file. This advances the file cursor by the number of bytes written.
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Stores the given array of bytes in the file. This advances the file cursor by the number of bytes written. Returns ``true`` if the operation is successful.
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\ **Note:** If an error occurs, the resulting value of the file position indicator is indeterminate.
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@@ -1227,7 +1227,7 @@ Stores the given array of bytes in the file. This advances the file cursor by th
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Store the given :ref:`PackedStringArray<class_PackedStringArray>` in the file as a line formatted in the CSV (Comma-Separated Values) format. You can pass a different delimiter ``delim`` to use other than the default ``","`` (comma). This delimiter must be one-character long.
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Text will be encoded as UTF-8.
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Text will be encoded as UTF-8. Returns ``true`` if the operation is successful.
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\ **Note:** If an error occurs, the resulting value of the file position indicator is indeterminate.
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@@ -1241,7 +1241,7 @@ Text will be encoded as UTF-8.
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:ref:`bool<class_bool>` **store_double**\ (\ value\: :ref:`float<class_float>`\ ) :ref:`🔗<class_FileAccess_method_store_double>`
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Stores a floating-point number as 64 bits in the file. This advances the file cursor by 8 bytes.
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Stores a floating-point number as 64 bits in the file. This advances the file cursor by 8 bytes. Returns ``true`` if the operation is successful.
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\ **Note:** If an error occurs, the resulting value of the file position indicator is indeterminate.
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@@ -1255,7 +1255,7 @@ Stores a floating-point number as 64 bits in the file. This advances the file cu
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:ref:`bool<class_bool>` **store_float**\ (\ value\: :ref:`float<class_float>`\ ) :ref:`🔗<class_FileAccess_method_store_float>`
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Stores a floating-point number as 32 bits in the file. This advances the file cursor by 4 bytes.
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Stores a floating-point number as 32 bits in the file. This advances the file cursor by 4 bytes. Returns ``true`` if the operation is successful.
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\ **Note:** If an error occurs, the resulting value of the file position indicator is indeterminate.
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@@ -1269,7 +1269,7 @@ Stores a floating-point number as 32 bits in the file. This advances the file cu
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:ref:`bool<class_bool>` **store_half**\ (\ value\: :ref:`float<class_float>`\ ) :ref:`🔗<class_FileAccess_method_store_half>`
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Stores a half-precision floating-point number as 16 bits in the file. This advances the file cursor by 2 bytes.
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Stores a half-precision floating-point number as 16 bits in the file. This advances the file cursor by 2 bytes. Returns ``true`` if the operation is successful.
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\ **Note:** If an error occurs, the resulting value of the file position indicator is indeterminate.
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@@ -1283,7 +1283,7 @@ Stores a half-precision floating-point number as 16 bits in the file. This advan
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:ref:`bool<class_bool>` **store_line**\ (\ line\: :ref:`String<class_String>`\ ) :ref:`🔗<class_FileAccess_method_store_line>`
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Stores ``line`` in the file followed by a newline character (``\n``), encoding the text as UTF-8. This advances the file cursor by the length of the line, after the newline character. The amount of bytes written depends on the UTF-8 encoded bytes, which may be different from :ref:`String.length()<class_String_method_length>` which counts the number of UTF-32 codepoints.
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Stores ``line`` in the file followed by a newline character (``\n``), encoding the text as UTF-8. This advances the file cursor by the length of the line, after the newline character. The amount of bytes written depends on the UTF-8 encoded bytes, which may be different from :ref:`String.length()<class_String_method_length>` which counts the number of UTF-32 codepoints. Returns ``true`` if the operation is successful.
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\ **Note:** If an error occurs, the resulting value of the file position indicator is indeterminate.
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@@ -1297,7 +1297,7 @@ Stores ``line`` in the file followed by a newline character (``\n``), encoding t
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:ref:`bool<class_bool>` **store_pascal_string**\ (\ string\: :ref:`String<class_String>`\ ) :ref:`🔗<class_FileAccess_method_store_pascal_string>`
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Stores the given :ref:`String<class_String>` as a line in the file in Pascal format (i.e. also store the length of the string). Text will be encoded as UTF-8. This advances the file cursor by the number of bytes written depending on the UTF-8 encoded bytes, which may be different from :ref:`String.length()<class_String_method_length>` which counts the number of UTF-32 codepoints.
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Stores the given :ref:`String<class_String>` as a line in the file in Pascal format (i.e. also store the length of the string). Text will be encoded as UTF-8. This advances the file cursor by the number of bytes written depending on the UTF-8 encoded bytes, which may be different from :ref:`String.length()<class_String_method_length>` which counts the number of UTF-32 codepoints. Returns ``true`` if the operation is successful.
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\ **Note:** If an error occurs, the resulting value of the file position indicator is indeterminate.
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@@ -1313,7 +1313,7 @@ Stores the given :ref:`String<class_String>` as a line in the file in Pascal for
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Stores a floating-point number in the file. This advances the file cursor by either 4 or 8 bytes, depending on the precision used by the current Godot build.
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If using a Godot build compiled with the ``precision=single`` option (the default), this method will save a 32-bit float. Otherwise, if compiled with the ``precision=double`` option, this will save a 64-bit float.
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If using a Godot build compiled with the ``precision=single`` option (the default), this method will save a 32-bit float. Otherwise, if compiled with the ``precision=double`` option, this will save a 64-bit float. Returns ``true`` if the operation is successful.
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\ **Note:** If an error occurs, the resulting value of the file position indicator is indeterminate.
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@@ -1327,7 +1327,7 @@ If using a Godot build compiled with the ``precision=single`` option (the defaul
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:ref:`bool<class_bool>` **store_string**\ (\ string\: :ref:`String<class_String>`\ ) :ref:`🔗<class_FileAccess_method_store_string>`
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Stores ``string`` in the file without a newline character (``\n``), encoding the text as UTF-8. This advances the file cursor by the length of the string in UTF-8 encoded bytes, which may be different from :ref:`String.length()<class_String_method_length>` which counts the number of UTF-32 codepoints.
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Stores ``string`` in the file without a newline character (``\n``), encoding the text as UTF-8. This advances the file cursor by the length of the string in UTF-8 encoded bytes, which may be different from :ref:`String.length()<class_String_method_length>` which counts the number of UTF-32 codepoints. Returns ``true`` if the operation is successful.
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\ **Note:** This method is intended to be used to write text files. The string is stored as a UTF-8 encoded buffer without string length or terminating zero, which means that it can't be loaded back easily. If you want to store a retrievable string in a binary file, consider using :ref:`store_pascal_string()<class_FileAccess_method_store_pascal_string>` instead. For retrieving strings from a text file, you can use ``get_buffer(length).get_string_from_utf8()`` (if you know the length) or :ref:`get_as_text()<class_FileAccess_method_get_as_text>`.
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@@ -1343,7 +1343,7 @@ Stores ``string`` in the file without a newline character (``\n``), encoding the
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:ref:`bool<class_bool>` **store_var**\ (\ value\: :ref:`Variant<class_Variant>`, full_objects\: :ref:`bool<class_bool>` = false\ ) :ref:`🔗<class_FileAccess_method_store_var>`
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Stores any Variant value in the file. If ``full_objects`` is ``true``, encoding objects is allowed (and can potentially include code). This advances the file cursor by the number of bytes written.
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Stores any Variant value in the file. If ``full_objects`` is ``true``, encoding objects is allowed (and can potentially include code). This advances the file cursor by the number of bytes written. Returns ``true`` if the operation is successful.
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Internally, this uses the same encoding mechanism as the :ref:`@GlobalScope.var_to_bytes()<class_@GlobalScope_method_var_to_bytes>` method, as described in the :doc:`Binary serialization API <../tutorials/io/binary_serialization_api>` documentation.
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@@ -1272,6 +1272,27 @@ A connection is represented as a :ref:`Dictionary<class_Dictionary>` in the form
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keep_alive: bool
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}
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\ **Example:** Get all connections on a specific port:
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::
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func get_connection_list_from_port(node, port):
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var connections = get_connection_list_from_node(node)
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var result = []
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for connection in connections:
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var dict = {}
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if connection["from_node"] == node and connection["from_port"] == port:
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dict["node"] = connection["to_node"]
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dict["port"] = connection["to_port"]
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dict["type"] = "left"
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result.push_back(dict)
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elif connection["to_node"] == node and connection["to_port"] == port:
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dict["node"] = connection["from_node"]
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dict["port"] = connection["from_port"]
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dict["type"] = "right"
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result.push_back(dict)
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return result
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.. rst-class:: classref-item-separator
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----
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@@ -330,6 +330,8 @@ The distance to erode/shrink the walkable area of the heightfield away from obst
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\ **Note:** While baking, this value will be rounded up to the nearest multiple of :ref:`cell_size<class_NavigationMesh_property_cell_size>`.
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\ **Note:** The radius must be equal or higher than ``0.0``. If the radius is ``0.0``, it won't be possible to fix invalid outline overlaps and other precision errors during the baking process. As a result, some obstacles may be excluded incorrectly from the final navigation mesh, or may delete the navigation mesh's polygons.
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.. rst-class:: classref-item-separator
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----
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@@ -349,7 +351,7 @@ The size of the non-navigable border around the bake bounding area.
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In conjunction with the :ref:`filter_baking_aabb<class_NavigationMesh_property_filter_baking_aabb>` and a :ref:`edge_max_error<class_NavigationMesh_property_edge_max_error>` value at ``1.0`` or below the border size can be used to bake tile aligned navigation meshes without the tile edges being shrunk by :ref:`agent_radius<class_NavigationMesh_property_agent_radius>`.
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\ **Note:** While baking and not zero, this value will be rounded up to the nearest multiple of :ref:`cell_size<class_NavigationMesh_property_cell_size>`.
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\ **Note:** If this value is not ``0.0``, it will be rounded up to the nearest multiple of :ref:`cell_size<class_NavigationMesh_property_cell_size>` during baking.
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.. rst-class:: classref-item-separator
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@@ -303,6 +303,8 @@ Property Descriptions
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The distance to erode/shrink the walkable surface when baking the navigation mesh.
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\ **Note:** The radius must be equal or higher than ``0.0``. If the radius is ``0.0``, it won't be possible to fix invalid outline overlaps and other precision errors during the baking process. As a result, some obstacles may be excluded incorrectly from the final navigation mesh, or may delete the navigation mesh's polygons.
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.. rst-class:: classref-item-separator
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----
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@@ -3430,8 +3430,6 @@ Editor-only override for :ref:`debug/settings/crash_handler/message<class_Projec
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Whether GDScript call stacks will be tracked in release builds, thus allowing :ref:`Engine.capture_script_backtraces()<class_Engine_method_capture_script_backtraces>` to function.
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Enabling this comes at the cost of roughly 40 KiB for every thread that runs any GDScript code.
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\ **Note:** This setting has no effect on editor builds or debug builds, where GDScript call stacks are tracked regardless.
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.. rst-class:: classref-item-separator
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@@ -284,7 +284,7 @@ Override this method to return a custom :ref:`RID<class_RID>` when :ref:`get_rid
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|void| **_reset_state**\ (\ ) |virtual| :ref:`🔗<class_Resource_private_method__reset_state>`
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For resources that use a variable number of properties, either via :ref:`Object._validate_property()<class_Object_private_method__validate_property>` or :ref:`Object._get_property_list()<class_Object_private_method__get_property_list>`, this method should be implemented to correctly clear the resource's state.
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For resources that store state in non-exported properties, such as via :ref:`Object._validate_property()<class_Object_private_method__validate_property>` or :ref:`Object._get_property_list()<class_Object_private_method__get_property_list>`, this method must be implemented to clear them.
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.. rst-class:: classref-item-separator
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@@ -296,7 +296,7 @@ For resources that use a variable number of properties, either via :ref:`Object.
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|void| **_set_path_cache**\ (\ path\: :ref:`String<class_String>`\ ) |virtual| |const| :ref:`🔗<class_Resource_private_method__set_path_cache>`
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Sets the resource's path to ``path`` without involving the resource cache.
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Override this method to execute additional logic after :ref:`set_path_cache()<class_Resource_method_set_path_cache>` is called on this object.
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.. rst-class:: classref-item-separator
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@@ -405,7 +405,7 @@ Generates a unique identifier for a resource to be contained inside a :ref:`Pack
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:ref:`String<class_String>` **get_id_for_path**\ (\ path\: :ref:`String<class_String>`\ ) |const| :ref:`🔗<class_Resource_method_get_id_for_path>`
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Returns the unique identifier for the resource with the given ``path`` from the resource cache. If the resource is not loaded and cached, an empty string is returned.
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From the internal cache for scene-unique IDs, returns the ID of this resource for the scene at ``path``. If there is no entry, an empty string is returned. Useful to keep scene-unique IDs the same when implementing a VCS-friendly custom resource format by extending :ref:`ResourceFormatLoader<class_ResourceFormatLoader>` and :ref:`ResourceFormatSaver<class_ResourceFormatSaver>`.
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\ **Note:** This method is only implemented when running in an editor context. At runtime, it returns an empty string.
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@@ -443,7 +443,7 @@ Returns the :ref:`RID<class_RID>` of this resource (or an empty RID). Many resou
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:ref:`bool<class_bool>` **is_built_in**\ (\ ) |const| :ref:`🔗<class_Resource_method_is_built_in>`
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Returns ``true`` if the resource is built-in (from the engine) or ``false`` if it is user-defined.
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Returns ``true`` if the resource is saved on disk as a part of another resource's file.
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.. rst-class:: classref-item-separator
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@@ -455,7 +455,7 @@ Returns ``true`` if the resource is built-in (from the engine) or ``false`` if i
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|void| **reset_state**\ (\ ) :ref:`🔗<class_Resource_method_reset_state>`
|
||||
|
||||
For resources that use a variable number of properties, either via :ref:`Object._validate_property()<class_Object_private_method__validate_property>` or :ref:`Object._get_property_list()<class_Object_private_method__get_property_list>`, override :ref:`_reset_state()<class_Resource_private_method__reset_state>` to correctly clear the resource's state.
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Makes the resource clear its non-exported properties. See also :ref:`_reset_state()<class_Resource_private_method__reset_state>`. Useful when implementing a custom resource format by extending :ref:`ResourceFormatLoader<class_ResourceFormatLoader>` and :ref:`ResourceFormatSaver<class_ResourceFormatSaver>`.
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.. rst-class:: classref-item-separator
|
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@@ -467,7 +467,7 @@ For resources that use a variable number of properties, either via :ref:`Object.
|
||||
|
||||
|void| **set_id_for_path**\ (\ path\: :ref:`String<class_String>`, id\: :ref:`String<class_String>`\ ) :ref:`🔗<class_Resource_method_set_id_for_path>`
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||||
|
||||
Sets the unique identifier to ``id`` for the resource with the given ``path`` in the resource cache. If the unique identifier is empty, the cache entry using ``path`` is removed if it exists.
|
||||
In the internal cache for scene-unique IDs, sets the ID of this resource to ``id`` for the scene at ``path``. If ``id`` is empty, the cache entry for ``path`` is cleared. Useful to keep scene-unique IDs the same when implementing a VCS-friendly custom resource format by extending :ref:`ResourceFormatLoader<class_ResourceFormatLoader>` and :ref:`ResourceFormatSaver<class_ResourceFormatSaver>`.
|
||||
|
||||
\ **Note:** This method is only implemented when running in an editor context.
|
||||
|
||||
@@ -481,7 +481,7 @@ Sets the unique identifier to ``id`` for the resource with the given ``path`` in
|
||||
|
||||
|void| **set_path_cache**\ (\ path\: :ref:`String<class_String>`\ ) :ref:`🔗<class_Resource_method_set_path_cache>`
|
||||
|
||||
Sets the resource's path to ``path`` without involving the resource cache.
|
||||
Sets the resource's path to ``path`` without involving the resource cache. Useful for handling :ref:`CacheMode<enum_ResourceFormatLoader_CacheMode>` values when implementing a custom resource format by extending :ref:`ResourceFormatLoader<class_ResourceFormatLoader>` and :ref:`ResourceFormatSaver<class_ResourceFormatSaver>`.
|
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|
||||
.. rst-class:: classref-item-separator
|
||||
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@@ -21,7 +21,7 @@ Description
|
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|
||||
Node for 2D tile-based maps. A **TileMapLayer** uses a :ref:`TileSet<class_TileSet>` which contain a list of tiles which are used to create grid-based maps. Unlike the :ref:`TileMap<class_TileMap>` node, which is deprecated, **TileMapLayer** has only one layer of tiles. You can use several **TileMapLayer** to achieve the same result as a :ref:`TileMap<class_TileMap>` node.
|
||||
|
||||
For performance reasons, all TileMap updates are batched at the end of a frame. Notably, this means that scene tiles from a :ref:`TileSetScenesCollectionSource<class_TileSetScenesCollectionSource>` may be initialized after their parent. This is only queued when inside the scene tree.
|
||||
For performance reasons, all TileMap updates are batched at the end of a frame. Notably, this means that scene tiles from a :ref:`TileSetScenesCollectionSource<class_TileSetScenesCollectionSource>` are initialized after their parent. This is only queued when inside the scene tree.
|
||||
|
||||
To force an update earlier on, call :ref:`update_internals()<class_TileMapLayer_method_update_internals>`.
|
||||
|
||||
|
||||
@@ -21,7 +21,7 @@ Description
|
||||
|
||||
When placed on a :ref:`TileMapLayer<class_TileMapLayer>`, tiles from **TileSetScenesCollectionSource** will automatically instantiate an associated scene at the cell's position in the TileMapLayer.
|
||||
|
||||
Scenes are instantiated as children of the :ref:`TileMapLayer<class_TileMapLayer>` when it enters the tree. If you add/remove a scene tile in the :ref:`TileMapLayer<class_TileMapLayer>` that is already inside the tree, the :ref:`TileMapLayer<class_TileMapLayer>` will automatically instantiate/free the scene accordingly.
|
||||
Scenes are instantiated as children of the :ref:`TileMapLayer<class_TileMapLayer>` after it enters the tree, at the end of the frame (their creation is deferred). If you add/remove a scene tile in the :ref:`TileMapLayer<class_TileMapLayer>` that is already inside the tree, the :ref:`TileMapLayer<class_TileMapLayer>` will automatically instantiate/free the scene accordingly.
|
||||
|
||||
\ **Note:** Scene tiles all occupy one tile slot and instead use alternate tile ID to identify scene index. :ref:`TileSetSource.get_tiles_count()<class_TileSetSource_method_get_tiles_count>` will always return ``1``. Use :ref:`get_scene_tiles_count()<class_TileSetScenesCollectionSource_method_get_scene_tiles_count>` to get a number of scenes in a **TileSetScenesCollectionSource**.
|
||||
|
||||
|
||||
Reference in New Issue
Block a user