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274 lines
11 KiB
ReStructuredText
274 lines
11 KiB
ReStructuredText
:github_url: hide
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.. DO NOT EDIT THIS FILE!!!
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.. Generated automatically from Godot engine sources.
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.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py.
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.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PackedScene.xml.
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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:`RefCounted<class_RefCounted>` **<** :ref:`Object<class_Object>`
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An abstraction of a serialized scene.
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.. rst-class:: classref-introduction-group
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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 nodes it owns get saved (see :ref:`Node.owner<class_Node_property_owner>` property).
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\ **Note:** The node doesn't need to own itself.
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\ **Example of loading a saved scene:**\
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.. tabs::
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.. code-tab:: gdscript
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# Use load() instead of preload() if the path isn't known at compile-time.
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var scene = preload("res://scene.tscn").instantiate()
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# Add the node as a child of the node the script is attached to.
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add_child(scene)
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.. code-tab:: csharp
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// C# has no preload, so you have to always use ResourceLoader.Load<PackedScene>().
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var scene = ResourceLoader.Load<PackedScene>("res://scene.tscn").Instantiate();
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// Add the node as a child of the node the script is attached to.
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AddChild(scene);
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\ **Example of saving a node with different owners:** The following example creates 3 objects: :ref:`Node2D<class_Node2D>` (``node``), :ref:`RigidBody2D<class_RigidBody2D>` (``body``) and :ref:`CollisionObject2D<class_CollisionObject2D>` (``collision``). ``collision`` is a child of ``body`` which is a child of ``node``. Only ``body`` is owned by ``node`` and :ref:`pack<class_PackedScene_method_pack>` will therefore only save those two nodes, but not ``collision``.
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.. tabs::
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.. code-tab:: gdscript
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# Create the objects.
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var node = Node2D.new()
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var body = RigidBody2D.new()
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var collision = CollisionShape2D.new()
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# Create the object hierarchy.
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body.add_child(collision)
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node.add_child(body)
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# Change owner of `body`, but not of `collision`.
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body.owner = node
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var scene = PackedScene.new()
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# Only `node` and `body` are now packed.
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var result = scene.pack(node)
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if result == OK:
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var error = ResourceSaver.save(scene, "res://path/name.tscn") # Or "user://..."
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if error != OK:
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push_error("An error occurred while saving the scene to disk.")
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.. code-tab:: csharp
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// Create the objects.
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var node = new Node2D();
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var body = new RigidBody2D();
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var collision = new CollisionShape2D();
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// Create the object hierarchy.
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body.AddChild(collision);
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node.AddChild(body);
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// Change owner of `body`, but not of `collision`.
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body.Owner = node;
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var scene = new PackedScene();
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// Only `node` and `body` are now packed.
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Error result = scene.Pack(node);
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if (result == Error.Ok)
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{
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Error error = ResourceSaver.Save(scene, "res://path/name.tscn"); // Or "user://..."
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if (error != Error.Ok)
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{
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GD.PushError("An error occurred while saving the scene to disk.");
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}
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}
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.. rst-class:: classref-introduction-group
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Tutorials
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---------
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- `2D Role Playing Game (RPG) Demo <https://godotengine.org/asset-library/asset/2729>`__
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.. rst-class:: classref-reftable-group
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Properties
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----------
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.. table::
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:widths: auto
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+-------------------------------------+------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Dictionary<class_Dictionary>` | :ref:`_bundled<class_PackedScene_property__bundled>` | ``{ "conn_count": 0, "conns": PackedInt32Array(), "editable_instances": [], "names": PackedStringArray(), "node_count": 0, "node_paths": [], "nodes": PackedInt32Array(), "variants": [], "version": 3 }`` |
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+-------------------------------------+------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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.. rst-class:: classref-reftable-group
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Methods
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-------
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.. table::
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:widths: auto
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+---------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`can_instantiate<class_PackedScene_method_can_instantiate>`\ (\ ) |const| |
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+---------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`SceneState<class_SceneState>` | :ref:`get_state<class_PackedScene_method_get_state>`\ (\ ) |const| |
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+---------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Node<class_Node>` | :ref:`instantiate<class_PackedScene_method_instantiate>`\ (\ edit_state\: :ref:`GenEditState<enum_PackedScene_GenEditState>` = 0\ ) |const| |
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+---------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Error<enum_@GlobalScope_Error>` | :ref:`pack<class_PackedScene_method_pack>`\ (\ path\: :ref:`Node<class_Node>`\ ) |
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+---------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+
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.. rst-class:: classref-section-separator
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----
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.. rst-class:: classref-descriptions-group
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Enumerations
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------------
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.. _enum_PackedScene_GenEditState:
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.. rst-class:: classref-enumeration
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enum **GenEditState**: :ref:`🔗<enum_PackedScene_GenEditState>`
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.. _class_PackedScene_constant_GEN_EDIT_STATE_DISABLED:
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.. rst-class:: classref-enumeration-constant
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:ref:`GenEditState<enum_PackedScene_GenEditState>` **GEN_EDIT_STATE_DISABLED** = ``0``
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If passed to :ref:`instantiate<class_PackedScene_method_instantiate>`, blocks edits to the scene state.
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.. _class_PackedScene_constant_GEN_EDIT_STATE_INSTANCE:
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.. rst-class:: classref-enumeration-constant
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:ref:`GenEditState<enum_PackedScene_GenEditState>` **GEN_EDIT_STATE_INSTANCE** = ``1``
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If passed to :ref:`instantiate<class_PackedScene_method_instantiate>`, provides local scene resources to the local scene.
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\ **Note:** Only available in editor builds.
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.. _class_PackedScene_constant_GEN_EDIT_STATE_MAIN:
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.. rst-class:: classref-enumeration-constant
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:ref:`GenEditState<enum_PackedScene_GenEditState>` **GEN_EDIT_STATE_MAIN** = ``2``
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If passed to :ref:`instantiate<class_PackedScene_method_instantiate>`, provides local scene resources to the local scene. Only the main scene should receive the main edit state.
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\ **Note:** Only available in editor builds.
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.. _class_PackedScene_constant_GEN_EDIT_STATE_MAIN_INHERITED:
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.. rst-class:: classref-enumeration-constant
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:ref:`GenEditState<enum_PackedScene_GenEditState>` **GEN_EDIT_STATE_MAIN_INHERITED** = ``3``
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It's similar to :ref:`GEN_EDIT_STATE_MAIN<class_PackedScene_constant_GEN_EDIT_STATE_MAIN>`, but for the case where the scene is being instantiated to be the base of another one.
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\ **Note:** Only available in editor builds.
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.. rst-class:: classref-section-separator
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----
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.. rst-class:: classref-descriptions-group
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Property Descriptions
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---------------------
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.. _class_PackedScene_property__bundled:
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.. rst-class:: classref-property
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:ref:`Dictionary<class_Dictionary>` **_bundled** = ``{ "conn_count": 0, "conns": PackedInt32Array(), "editable_instances": [], "names": PackedStringArray(), "node_count": 0, "node_paths": [], "nodes": PackedInt32Array(), "variants": [], "version": 3 }`` :ref:`🔗<class_PackedScene_property__bundled>`
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A dictionary representation of the scene contents.
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Available keys include "names" and "variants" for resources, "node_count", "nodes", "node_paths" for nodes, "editable_instances" for paths to overridden nodes, "conn_count" and "conns" for signal connections, and "version" for the format style of the PackedScene.
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.. rst-class:: classref-section-separator
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----
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.. rst-class:: classref-descriptions-group
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Method Descriptions
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-------------------
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.. _class_PackedScene_method_can_instantiate:
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.. rst-class:: classref-method
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:ref:`bool<class_bool>` **can_instantiate**\ (\ ) |const| :ref:`🔗<class_PackedScene_method_can_instantiate>`
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Returns ``true`` if the scene file has nodes.
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.. rst-class:: classref-item-separator
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----
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.. _class_PackedScene_method_get_state:
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.. rst-class:: classref-method
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:ref:`SceneState<class_SceneState>` **get_state**\ (\ ) |const| :ref:`🔗<class_PackedScene_method_get_state>`
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Returns the :ref:`SceneState<class_SceneState>` representing the scene file contents.
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.. rst-class:: classref-item-separator
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----
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.. _class_PackedScene_method_instantiate:
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.. rst-class:: classref-method
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:ref:`Node<class_Node>` **instantiate**\ (\ edit_state\: :ref:`GenEditState<enum_PackedScene_GenEditState>` = 0\ ) |const| :ref:`🔗<class_PackedScene_method_instantiate>`
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Instantiates the scene's node hierarchy. Triggers child scene instantiation(s). Triggers a :ref:`Node.NOTIFICATION_SCENE_INSTANTIATED<class_Node_constant_NOTIFICATION_SCENE_INSTANTIATED>` notification on the root node.
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.. rst-class:: classref-item-separator
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----
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.. _class_PackedScene_method_pack:
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.. rst-class:: classref-method
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:ref:`Error<enum_@GlobalScope_Error>` **pack**\ (\ path\: :ref:`Node<class_Node>`\ ) :ref:`🔗<class_PackedScene_method_pack>`
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Packs the ``path`` node, and all owned sub-nodes, into this **PackedScene**. Any existing data will be cleared. See :ref:`Node.owner<class_Node_property_owner>`.
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.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
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.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
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.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
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.. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)`
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.. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`
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.. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`
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.. |bitfield| replace:: :abbr:`BitField (This value is an integer composed as a bitmask of the following flags.)`
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.. |void| replace:: :abbr:`void (No return value.)`
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