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godot-docs/classes/class_packedscene.rst
2018-05-09 11:13:17 +02:00

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.. Generated automatically by doc/tools/makerst.py in Godot's source tree.
.. DO NOT EDIT THIS FILE, but the PackedScene.xml source instead.
.. The source is found in doc/classes or modules/<name>/doc_classes.
.. _class_PackedScene:
PackedScene
===========
**Inherits:** :ref:`Resource<class_resource>` **<** :ref:`Reference<class_reference>` **<** :ref:`Object<class_object>`
**Category:** Core
Brief Description
-----------------
An abstraction of a serialized scene.
Member Functions
----------------
+--------------------------------------+--------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`can_instance<class_PackedScene_can_instance>` **(** **)** const |
+--------------------------------------+--------------------------------------------------------------------------------------------------+
| :ref:`SceneState<class_scenestate>` | :ref:`get_state<class_PackedScene_get_state>` **(** **)** |
+--------------------------------------+--------------------------------------------------------------------------------------------------+
| :ref:`Node<class_node>` | :ref:`instance<class_PackedScene_instance>` **(** :ref:`int<class_int>` edit_state=0 **)** const |
+--------------------------------------+--------------------------------------------------------------------------------------------------+
| :ref:`int<class_int>` | :ref:`pack<class_PackedScene_pack>` **(** :ref:`Node<class_node>` path **)** |
+--------------------------------------+--------------------------------------------------------------------------------------------------+
Member Variables
----------------
.. _class_PackedScene__bundled:
- :ref:`Dictionary<class_dictionary>` **_bundled** - 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.
Enums
-----
.. _enum_PackedScene_GenEditState:
enum **GenEditState**
- **GEN_EDIT_STATE_DISABLED** = **0** --- If passed to :ref:`instance<class_PackedScene_instance>`, blocks edits to the scene state.
- **GEN_EDIT_STATE_INSTANCE** = **1** --- If passed to :ref:`instance<class_PackedScene_instance>`, provides local scene resources to the local scene. Requires tools compiled.
- **GEN_EDIT_STATE_MAIN** = **2** --- If passed to :ref:`instance<class_PackedScene_instance>`, provides local scene resources to the local scene. Only the main scene should receive the main edit state. Requires tools compiled.
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 ``owner`` property on :ref:`Node<class_node>`). Note that the node doesn't need to own itself.
Example of saving a node:
::
var scene = PackedScene.new()
var result = scene.pack(child)
if result == OK:
ResourceSaver.save("res://path/name.scn", scene) // or user://...
Member Function Description
---------------------------
.. _class_PackedScene_can_instance:
- :ref:`bool<class_bool>` **can_instance** **(** **)** const
Returns ``true`` if the scene file has nodes.
.. _class_PackedScene_get_state:
- :ref:`SceneState<class_scenestate>` **get_state** **(** **)**
Returns the ``SceneState`` representing the scene file contents.
.. _class_PackedScene_instance:
- :ref:`Node<class_node>` **instance** **(** :ref:`int<class_int>` edit_state=0 **)** const
Instantiates the scene's node hierarchy. Triggers child scene instantiation(s). Triggers the enum Object.NOTIFICATION_INSTANCED notification on the root node.
.. _class_PackedScene_pack:
- :ref:`int<class_int>` **pack** **(** :ref:`Node<class_node>` path **)**
Pack will ignore any sub-nodes not owned by given node. See :ref:`Node.set_owner<class_Node_set_owner>`.