class-description NEWS COMMUNITY STORE TUTORIALS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE TUTORIALS TOGGLE FULLSCREEN VOLLBILD AN/AUS ObjectRefCountedResource Script
A class stored as a resource.
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. [method Object.set_script] extends an existing object, if that object's class matches one of the script's base classes.
set get String source_code<>():String set get
The script source code or an empty string if source code is not available. When set, does not reload the class implementation automatically.

bool can_instantiate<>():bool
Returns true if the script can be instantiated.

Script get_base_script<>():Script
Returns the script directly inherited by this script.

StringName get_global_name<>():StringName
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#.
class_name MyNode extends Node
using Godot; [GlobalClass] public partial class MyNode : Node { }

StringName get_instance_base_type<>():StringName
Returns the script's base type.

Variant get_property_default_value<>( StringName property=, property:StringName=, ):Variant
Returns the default value of the specified property.

Variant get_rpc_config<>():Variant
Returns a Dictionary mapping method names to their RPC configuration defined by this script.

Dictionary get_script_constant_map<>():Dictionary
Returns a dictionary containing constant names and their values.

Dictionary[] get_script_method_list<>():Dictionary[]
Returns the list of methods in this Script.

Note: The dictionaries returned by this method are formatted identically to those returned by [method Object.get_method_list].
Dictionary[] get_script_property_list<>():Dictionary[]
Returns the list of properties in this Script.

Note: The dictionaries returned by this method are formatted identically to those returned by [method Object.get_property_list].
Dictionary[] get_script_signal_list<>():Dictionary[]
Returns the list of user signals defined in this Script.

Note: The dictionaries returned by this method are formatted identically to those returned by [method Object.get_signal_list].
bool has_script_signal<>( StringName signal_name=, signal_name:StringName=, ):bool
Returns true if the script, or a base class, defines a signal with the given name.

bool has_source_code<>():bool
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.
bool instance_has<>( Object base_object=, base_object:Object=, ):bool
Returns true if base_object is an instance of this script.

bool is_abstract<>():bool
Returns true if the script is an abstract script. An abstract script does not have a constructor and cannot be instantiated.

bool is_tool<>():bool
Returns true if the script is a tool script. A tool script can run in the editor.

int reload<>( bool keep_state=false, keep_state:bool=false, ):int
Reloads the script's class implementation. Returns an error code.




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