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209 lines
9.6 KiB
ReStructuredText
209 lines
9.6 KiB
ReStructuredText
:github_url: hide
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.. Generated automatically by doc/tools/make_rst.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:`RefCounted<class_RefCounted>` **<** :ref:`Object<class_Object>`
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An abstraction of a serialized scene.
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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 ``owner`` property on :ref:`Node<class_Node>`).
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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: ``Node2D`` (``node``), ``RigidDynamicBody2D`` (``body``) and ``CollisionObject2D`` (``collision``). ``collision`` is a child of ``body`` which is a child of ``node``. Only ``body`` is owned by ``node`` and ``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 = RigidDynamicBody2D.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("res://path/name.tscn", scene) # 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 RigidDynamicBody2D();
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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("res://path/name.tscn", scene); // 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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Tutorials
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---------
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- `2D Role Playing Game Demo <https://godotengine.org/asset-library/asset/520>`__
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Properties
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----------
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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": 2}`` |
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+-------------------------------------+------------------------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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Methods
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-------
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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>` **(** **)** |
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+---------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Node<class_Node>` | :ref:`instantiate<class_PackedScene_method_instantiate>` **(** :ref:`GenEditState<enum_PackedScene_GenEditState>` edit_state=0 **)** |const| |
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+---------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Error<enum_@GlobalScope_Error>` | :ref:`pack<class_PackedScene_method_pack>` **(** :ref:`Node<class_Node>` path **)** |
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+---------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------+
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Enumerations
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------------
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.. _enum_PackedScene_GenEditState:
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.. _class_PackedScene_constant_GEN_EDIT_STATE_DISABLED:
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.. _class_PackedScene_constant_GEN_EDIT_STATE_INSTANCE:
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.. _class_PackedScene_constant_GEN_EDIT_STATE_MAIN:
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.. _class_PackedScene_constant_GEN_EDIT_STATE_MAIN_INHERITED:
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enum **GenEditState**:
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- **GEN_EDIT_STATE_DISABLED** = **0** --- If passed to :ref:`instantiate<class_PackedScene_method_instantiate>`, blocks edits to the scene state.
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- **GEN_EDIT_STATE_INSTANCE** = **1** --- 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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- **GEN_EDIT_STATE_MAIN** = **2** --- 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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- **GEN_EDIT_STATE_MAIN_INHERITED** = **3** --- 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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Property Descriptions
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---------------------
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.. _class_PackedScene_property__bundled:
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- :ref:`Dictionary<class_Dictionary>` **_bundled**
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+-----------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| *Default* | ``{"conn_count": 0,"conns": PackedInt32Array(),"editable_instances": [],"names": PackedStringArray(),"node_count": 0,"node_paths": [],"nodes": PackedInt32Array(),"variants": [],"version": 2}`` |
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+-----------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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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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Method Descriptions
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-------------------
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.. _class_PackedScene_method_can_instantiate:
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- :ref:`bool<class_bool>` **can_instantiate** **(** **)** |const|
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Returns ``true`` if the scene file has nodes.
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----
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.. _class_PackedScene_method_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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----
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.. _class_PackedScene_method_instantiate:
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- :ref:`Node<class_Node>` **instantiate** **(** :ref:`GenEditState<enum_PackedScene_GenEditState>` edit_state=0 **)** |const|
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Instantiates the scene's node hierarchy. Triggers child scene instantiation(s). Triggers a :ref:`Node.NOTIFICATION_INSTANCED<class_Node_constant_NOTIFICATION_INSTANCED>` notification on the root node.
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----
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.. _class_PackedScene_method_pack:
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- :ref:`Error<enum_@GlobalScope_Error>` **pack** **(** :ref:`Node<class_Node>` path **)**
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Pack will ignore any sub-nodes not owned by given node. 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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