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 new
method of a script subclass creates a new instance. Object.set_script() extends an existing object, if that object's class matches one of the script's base classes.
The script source code or an empty string if source code is not available. When set, does not reload the class implementation automatically.
Returns true
if the script can be instantiated.
Returns the script directly inherited by this script.
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 class_name
keyword in GDScript and the [GlobalClass]
attribute in C#.
Returns the script's base type.
Returns the default value of the specified property.
Returns a Dictionary mapping method names to their RPC configuration defined by this script.
Returns a dictionary containing constant names and their values.
Returns the list of methods in this Script.
Returns the list of properties in this Script.
Returns the list of user signals defined in this Script.
Returns true
if the script, or a base class, defines a signal with the given name.
Returns true
if the script contains non-empty source code.
Note: 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 can_instantiate().
Returns true
if base_object
is an instance of this script.
Returns true
if the script is an abstract script. An abstract script does not have a constructor and cannot be instantiated.
Returns true
if the script is a tool script. A tool script can run in the editor.
Reloads the script's class implementation. Returns an error code.