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