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Implement Scene Unique Nodes
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@@ -749,6 +749,10 @@
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<member name="process_priority" type="int" setter="set_process_priority" getter="get_process_priority" default="0">
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The node's priority in the execution order of the enabled processing callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose process priority value is [i]lower[/i] will have their processing callbacks executed first.
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</member>
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<member name="unique_name_in_owner" type="bool" setter="set_unique_name_in_owner" getter="is_unique_name_in_owner" default="false">
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Sets this node's name as a 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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If another node with the same owner already had that name declared as unique, that other node's name will no longer be set as having a unique name.
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</member>
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</members>
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<signals>
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<signal name="child_entered_tree">
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