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Implement Scene Unique Nodes
Implements https://github.com/godotengine/godot-proposals/issues/4096 * Nodes can be marked unique to the scene in the editor (or via code). * Unique nodes can be accessed via the **%** prefix at any point in the path. From that point in the path (depending on whether the scene of the path is), the unique node will be fetched. * Implementation is very optimal, as these nodes are cached.
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@@ -492,6 +492,12 @@
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Returns [code]true[/code] if the node is processing unhandled key input (see [method set_process_unhandled_key_input]).
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</description>
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</method>
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<method name="is_unique_name_in_owner" qualifiers="const">
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<return type="bool" />
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<description>
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Returns whether the node is an unique name for all the other nodes owned by its [member owner].
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</description>
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</method>
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<method name="move_child">
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<return type="void" />
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<argument index="0" name="child_node" type="Node" />
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@@ -719,6 +725,13 @@
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Sets whether this is an instance load placeholder. See [InstancePlaceholder].
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</description>
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</method>
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<method name="set_unique_name_in_owner">
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<return type="void" />
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<argument index="0" name="enable" type="bool" />
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<description>
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Sets this node's name as the unique name in its [member owner]. This allows the node to be accessed as [code]%Name[/code] instead of the full path, from any node within that scene.
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</description>
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</method>
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<method name="update_configuration_warnings">
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<return type="void" />
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<description>
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