GDScript: Document @export_storage annotation

This commit is contained in:
Danil Alexeev
2024-02-28 18:29:27 +03:00
parent d775d7a718
commit 88ec4c294b

View File

@@ -368,6 +368,28 @@ Packed type arrays also work, but only initialized empty:
@export var vector3s = PackedVector3Array()
@export var strings = PackedStringArray()
``@export_storage``
-------------------
By default, exporting a property has two effects:
1. makes the property stored in the scene/resource file (:ref:`PROPERTY_USAGE_STORAGE <class_@GlobalScope_constant_PROPERTY_USAGE_STORAGE>`);
2. adds a field to the Inspector (:ref:`PROPERTY_USAGE_EDITOR <class_@GlobalScope_constant_PROPERTY_USAGE_EDITOR>`).
However, sometimes you may want to make a property serializable, but not display it
in the editor to prevent unintentional changes and cluttering the interface.
To do this you can use :ref:`@export_storage <class_@GDScript_annotation_@export_storage>`.
This can be useful for :ref:`@tool <class_@GDScript_annotation_@tool>` scripts.
Also the property value is copied when :ref:`Resource.duplicate() <class_Resource_method_duplicate>`
or :ref:`Node.duplicate() <class_Node_method_duplicate>` is called, unlike non-exported variables.
::
var a # Not stored in the file, not displayed in the editor.
@export_storage var b # Stored in the file, not displayed in the editor.
@export var c: int # Stored in the file, displayed in the editor.
Setting exported variables from a tool script
---------------------------------------------
@@ -394,5 +416,5 @@ described in :ref:`doc_accessing_data_or_logic_from_object`.
.. seealso:: For binding properties using the above methods in C++, see
:ref:`doc_binding_properties_using_set_get_property_list`.
.. warning:: The script must operate in the ``tool`` mode so the above methods
.. warning:: The script must operate in the ``@tool`` mode so the above methods
can work from within the editor.