Documentation
¶
Overview ¶
Package Script provides methods for working with Script object instances.
Index ¶
- type Advanced
- type Any
- type Expanded
- type Extension
- type ID
- type Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsRefCounted() [1]gd.RefCounted
- func (self Instance) AsResource() Resource.Instance
- func (self Instance) AsScript() Instance
- func (self Instance) CanInstantiate() bool
- func (self Instance) GetBaseScript() Instance
- func (self Instance) GetGlobalName() string
- func (self Instance) GetInstanceBaseType() string
- func (self Instance) GetPropertyDefaultValue(property string) any
- func (self Instance) GetRpcConfig() any
- func (self Instance) GetScriptConstantMap() map[string]interface{}
- func (self Instance) GetScriptMethodList() []PropertyInfo
- func (self Instance) GetScriptPropertyList() []PropertyInfo
- func (self Instance) GetScriptSignalList() []SignalInfo
- func (self Instance) HasScriptSignal(signal_name string) bool
- func (self Instance) HasSourceCode() bool
- func (self Instance) ID() ID
- func (self Instance) InstanceHas(base_object Object.Instance) bool
- func (self Instance) IsAbstract() bool
- func (self Instance) IsTool() bool
- func (self Instance) Reload() error
- func (self *Instance) SetObject(obj [1]gd.Object) bool
- func (self Instance) SetSourceCode(value string)
- func (self Instance) SourceCode() string
- func (self Instance) Virtual(name string) reflect.Value
- type PropertyInfo
- type SignalInfo
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Advanced ¶
type Advanced = class
Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.
type Extension ¶
Extension can be embedded in a new struct to create an extension of this class. T should be the type that is embedding this Extension
func (*Extension[T]) AsRefCounted ¶
func (self *Extension[T]) AsRefCounted() [1]gd.RefCounted
func (*Extension[T]) AsResource ¶
type ID ¶
ID is a typed object ID (reference) to an instance of this class, use it to store references to objects with unknown lifetimes, as an ID will not panic on use if the underlying object has been destroyed.
type Instance ¶
A class stored as a resource. A script extends the functionality of all objects that instantiate it. This is the base class for all scripts and should not be used directly. Trying to create a new script with this class will result in an error. The [code]new[/code] method of a script subclass creates a new instance. [method Object.set_script] extends an existing object, if that object's class matches one of the script's base classes.
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) AsRefCounted ¶
func (self Instance) AsRefCounted() [1]gd.RefCounted
func (Instance) AsResource ¶
func (Instance) CanInstantiate ¶
Returns [code]true[/code] if the script can be instantiated.
func (Instance) GetBaseScript ¶
Returns the script directly inherited by this script.
func (Instance) GetGlobalName ¶
Returns the class name associated with the script, if there is one. Returns an empty string otherwise. To give the script a global name, you can use the [code]class_name[/code] keyword in GDScript and the [code][GlobalClass][/code] attribute in C#. [codeblocks] [gdscript] class_name MyNode extends Node [/gdscript] [csharp] using Godot;
[GlobalClass] public partial class MyNode : Node { } [/csharp] [/codeblocks]
func (Instance) GetInstanceBaseType ¶
Returns the script's base type.
func (Instance) GetPropertyDefaultValue ¶
Returns the default value of the specified property.
func (Instance) GetRpcConfig ¶
Returns a [Dictionary] mapping method names to their RPC configuration defined by this script.
func (Instance) GetScriptConstantMap ¶
Returns a dictionary containing constant names and their values.
func (Instance) GetScriptMethodList ¶
func (self Instance) GetScriptMethodList() []PropertyInfo
Returns the list of methods in this [Script].
func (Instance) GetScriptPropertyList ¶
func (self Instance) GetScriptPropertyList() []PropertyInfo
Returns the list of properties in this [Script].
func (Instance) GetScriptSignalList ¶
func (self Instance) GetScriptSignalList() []SignalInfo
Returns the list of user signals defined in this [Script].
func (Instance) HasScriptSignal ¶
Returns [code]true[/code] if the script, or a base class, defines a signal with the given name.
func (Instance) HasSourceCode ¶
Returns [code]true[/code] if the script contains non-empty source code. [b]Note:[/b] If a script does not have source code, this does not mean that it is invalid or unusable. For example, a [GDScript] that was exported with binary tokenization has no source code, but still behaves as expected and could be instantiated. This can be checked with [method can_instantiate].
func (Instance) InstanceHas ¶
Returns [code]true[/code] if [param base_object] is an instance of this script.
func (Instance) IsAbstract ¶
Returns [code]true[/code] if the script is an abstract script. An abstract script does not have a constructor and cannot be instantiated.
func (Instance) IsTool ¶
Returns [code]true[/code] if the script is a tool script. A tool script can run in the editor.
func (Instance) SetSourceCode ¶
func (Instance) SourceCode ¶
type PropertyInfo ¶
type SignalInfo ¶
type SignalInfo struct { Name string `gd:"name"` Flags int `gd:"flags"` ID int `gd:"id"` DefaultArgs []interface{} `gd:"default_args"` Args []PropertyInfo `gd:"args"` }