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399 lines
11 KiB
ReStructuredText
399 lines
11 KiB
ReStructuredText
.. _doc_gdscript_exports:
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GDScript exported properties
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============================
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In Godot, class members can be exported. This means their value gets saved along
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with the resource (such as the :ref:`scene <class_PackedScene>`) they're
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attached to. They will also be available for editing in the property editor.
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Exporting is done by using the ``@export`` annotation.
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::
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@export var number: int = 5
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In that example the value ``5`` will be saved and visible in the property editor.
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An exported variable must be initialized to a constant expression or have a type specifier
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in the variable. Some of the export annotations have a specific type and don't need the variable to be typed (see the
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*Examples* section below).
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One of the fundamental benefits of exporting member variables is to have
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them visible and editable in the editor. This way, artists and game designers
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can modify values that later influence how the program runs. For this, a
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special export syntax is provided.
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.. note::
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Exporting properties can also be done in other languages such as C#.
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The syntax varies depending on the language. See :ref:`doc_c_sharp_exports`
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for information on C# exports.
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Basic use
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---------
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If the exported value assigns a constant or constant expression,
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the type will be inferred and used in the editor.
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::
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@export var number = 5
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If there's no default value, you can add a type to the variable.
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::
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@export var number: int
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Resources and nodes can be exported.
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::
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@export var resource: Resource
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@export var node: Node
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Grouping Exports
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----------------
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It is possible to group your exported properties inside the Inspector
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with the :ref:`@export_group <class_@GDScript_annotation_@export_group>`
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annotation. Every exported property after this annotation will be added to
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the group. Start a new group or use ``@export_group("")`` to break out.
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::
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@export_group("My Properties")
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@export var number = 3
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The second argument of the annotation can be used to only group properties
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with the specified prefix.
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Groups cannot be nested, use :ref:`@export_subgroup <class_@GDScript_annotation_@export_subgroup>`
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to create subgroups within a group.
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::
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@export_subgroup("Extra Properties")
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@export var string = ""
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@export var flag = false
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You can also change the name of your main category, or create additional
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categories in the property list with the :ref:`@export_category <class_@GDScript_annotation_@export_category>`
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annotation.
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::
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@export_category("Main Category")
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@export var number = 3
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@export var string = ""
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@export_category("Extra Category")
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@export var flag = false
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.. note::
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The list of properties is organized based on the class inheritance and
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new categories break that expectation. Use them carefully, especially
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when creating projects for public use.
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Strings as paths
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----------------
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String as a path to a file.
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::
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@export_file var f
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String as a path to a directory.
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::
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@export_dir var f
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String as a path to a file, custom filter provided as hint.
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::
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@export_file("*.txt") var f
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Using paths in the global filesystem is also possible,
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but only in scripts in tool mode.
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String as a path to a PNG file in the global filesystem.
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::
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@export_global_file("*.png") var tool_image
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String as a path to a directory in the global filesystem.
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::
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@export_global_dir var tool_dir
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The multiline annotation tells the editor to show a large input
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field for editing over multiple lines.
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::
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@export_multiline var text
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Limiting editor input ranges
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----------------------------
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Allow integer values from 0 to 20.
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@export_range(0, 20) var i
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Allow integer values from -10 to 20.
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@export_range(-10, 20) var j
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Allow floats from -10 to 20 and snap the value to multiples of 0.2.
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::
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@export_range(-10, 20, 0.2) var k: float
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The limits can be only for the slider if you add the hints "or_greater" and/or "or_less".
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::
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@export_range(0, 100, 1, "or_greater", "or_less")
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.. TODO: Document other hint strings usable with export_range.
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Floats with easing hint
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-----------------------
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Display a visual representation of the 'ease()' function
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when editing.
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@export_exp_easing var transition_speed
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Colors
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------
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Regular color given as red-green-blue-alpha value.
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@export var col: Color
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Color given as red-green-blue value (alpha will always be 1).
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::
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@export_color_no_alpha var col: Color
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Nodes
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-----
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Since Godot 4.0, nodes can be directly exported as properties in a script
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without having to use NodePaths:
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::
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# Allows any node.
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@export var node: Node
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# Allows any node that inherits from BaseButton.
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# Custom classes declared with `class_name` can also be used.
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@export var some_button: BaseButton
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Exporting NodePaths like in Godot 3.x is still possible, in case you need it:
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::
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@export var node_path: NodePath
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var node = get_node(node_path)
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If you want to limit the types of nodes for NodePaths, you can use the
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:ref:`@export_node_path<class_@GDScript_annotation_@export_node_path>`
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annotation:
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@export_node_path("Button", "TouchScreenButton") var some_button
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Resources
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---------
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::
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@export var resource: Resource
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In the Inspector, you can then drag and drop a resource file
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from the FileSystem dock into the variable slot.
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Opening the inspector dropdown may result in an
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extremely long list of possible classes to create, however.
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Therefore, if you specify an extension of Resource such as:
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@export var resource: AnimationNode
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The drop-down menu will be limited to AnimationNode and all
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its inherited classes.
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It must be noted that even if the script is not being run while in the
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editor, the exported properties are still editable. This can be used
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in conjunction with a :ref:`script in "tool" mode <doc_gdscript_tool_mode>`.
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Exporting bit flags
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-------------------
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Integers used as bit flags can store multiple ``true``/``false`` (boolean)
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values in one property. By using the ``@export_flags`` annotation, they
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can be set from the editor::
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# Set any of the given flags from the editor.
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@export_flags("Fire", "Water", "Earth", "Wind") var spell_elements = 0
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You must provide a string description for each flag. In this example, ``Fire``
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has value 1, ``Water`` has value 2, ``Earth`` has value 4 and ``Wind``
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corresponds to value 8. Usually, constants should be defined accordingly (e.g.
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``const ELEMENT_WIND = 8`` and so on).
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You can add explicit values using a colon::
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@export_flags("Self:4", "Allies:8", "Foes:16") var spell_targets = 0
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Only power of 2 values are valid as bit flags options. The lowest allowed value
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is 1, as 0 means that nothing is selected. You can also add options that are a
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combination of other flags::
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@export_flags("Self:4", "Allies:8", "Self and Allies:12", "Foes:16")
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var spell_targets = 0
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Export annotations are also provided for the physics, render, and navigation layers defined in the project settings::
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@export_flags_2d_physics var layers_2d_physics
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@export_flags_2d_render var layers_2d_render
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@export_flags_2d_navigation var layers_2d_navigation
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@export_flags_3d_physics var layers_3d_physics
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@export_flags_3d_render var layers_3d_render
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@export_flags_3d_navigation var layers_3d_navigation
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Using bit flags requires some understanding of bitwise operations.
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If in doubt, use boolean variables instead.
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Exporting enums
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---------------
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Properties can be exported with a type hint referencing an enum to limit their values
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to the values of the enumeration. The editor will create a widget in the Inspector, enumerating
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the following as "Thing 1", "Thing 2", "Another Thing". The value will be stored as an integer.
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::
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enum NamedEnum {THING_1, THING_2, ANOTHER_THING = -1}
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@export var x: NamedEnum
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Integer and string properties can also be limited to a specific list of values using
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the :ref:`@export_enum <class_@GDScript_annotation_@export_enum>` annotation.
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The editor will create a widget in the Inspector, enumerating the following as Warrior,
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Magician, Thief. The value will be stored as an integer, corresponding to the index
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of the selected option (i.e. ``0``, ``1``, or ``2``).
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::
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@export_enum("Warrior", "Magician", "Thief") var character_class: int
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You can add explicit values using a colon::
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@export_enum("Slow:30", "Average:60", "Very Fast:200") var character_speed: int
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If the type is String, the value will be stored as a string.
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@export_enum("Rebecca", "Mary", "Leah") var character_name: String
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If you want to set an initial value, you must specify it explicitly::
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@export_enum("Rebecca", "Mary", "Leah") var character_name: String = "Rebecca"
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Exporting arrays
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----------------
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Exported arrays can have initializers, but they must be constant expressions.
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If the exported array specifies a type which inherits from Resource, the array
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values can be set in the inspector by dragging and dropping multiple files
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from the FileSystem dock at once.
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The default value **must** be a constant expression.
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::
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@export var a = [1, 2, 3]
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Exported arrays can specify type (using the same hints as before).
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@export var ints: Array[int] = [1, 2, 3]
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# Nested typed arrays such as `Array[Array[float]]` are not supported yet.
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@export var two_dimensional: Array[Array] = [[1.0, 2.0], [3.0, 4.0]]
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You can omit the default value, but it would then be ``null`` if not assigned.
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::
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@export var b: Array
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@export var scenes: Array[PackedScene]
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Arrays with specified types which inherit from resource can be set by
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drag-and-dropping multiple files from the FileSystem dock.
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::
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@export var textures: Array[Texture] = []
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@export var scenes: Array[PackedScene] = []
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Packed type arrays also work, but only initialized empty:
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::
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@export var vector3s = PackedVector3Array()
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@export var strings = PackedStringArray()
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Setting exported variables from a tool script
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---------------------------------------------
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When changing an exported variable's value from a script in
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:ref:`doc_gdscript_tool_mode`, the value in the inspector won't be updated
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automatically. To update it, call
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:ref:`notify_property_list_changed() <class_Object_method_notify_property_list_changed>`
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after setting the exported variable's value.
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Advanced exports
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----------------
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Not every type of export can be provided on the level of the language itself to
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avoid unnecessary design complexity. The following describes some more or less
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common exporting features which can be implemented with a low-level API.
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Before reading further, you should get familiar with the way properties are
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handled and how they can be customized with
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:ref:`_set() <class_Object_private_method__set>`,
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:ref:`_get() <class_Object_private_method__get>`, and
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:ref:`_get_property_list() <class_Object_private_method__get_property_list>` methods as
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described in :ref:`doc_accessing_data_or_logic_from_object`.
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.. seealso:: For binding properties using the above methods in C++, see
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:ref:`doc_binding_properties_using_set_get_property_list`.
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.. warning:: The script must operate in the ``tool`` mode so the above methods
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can work from within the editor.
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