GDScript exports

Introduction to exports

In Godot, class members can be exported. This means their value gets saved along with the resource (such as the scene) they're attached to. They will also be available for editing in the property editor. Exporting is done by using the export keyword:

extends Button

export var number = 5 # Value will be saved and visible in the property editor.

An exported variable must be initialized to a constant expression or have an export hint in the form of an argument to the export keyword (see the Examples section below).

멤버 변수 내보내기의 기본적인 이점은 편집기에서 보이고 편집할 수 있는 것입니다. 이 방법으로 아티스트와 게임 디자이너가 프로그램이 실행 방법에 영향을 주는 값을 수정할 수 있습니다. 이를 위해, 특수 내보내기 문법이 제공됩니다.


Exporting properties can also be done in other languages such as C#. The syntax varies depending on the language.


# If the exported value assigns a constant or constant expression,
# the type will be inferred and used in the editor.

export var number = 5

# Export can take a basic data type as an argument, which will be
# used in the editor.

export(int) var number

# Export can also take a resource type to use as a hint.

export(Texture) var character_face
export(PackedScene) var scene_file
# There are many resource types that can be used this way, try e.g.
# the following to list them:
export(Resource) var resource

# Integers and strings hint enumerated values.

# Editor will enumerate as 0, 1 and 2.
export(int, "Warrior", "Magician", "Thief") var character_class
# Editor will enumerate with string names.
export(String, "Rebecca", "Mary", "Leah") var character_name

# Named enum values

# Editor will enumerate as THING_1, THING_2, ANOTHER_THING.
enum NamedEnum {THING_1, THING_2, ANOTHER_THING = -1}
export (NamedEnum) var x

# Strings as paths

# String is a path to a file.
export(String, FILE) var f
# String is a path to a directory.
export(String, DIR) var f
# String is a path to a file, custom filter provided as hint.
export(String, FILE, "*.txt") var f

# Using paths in the global filesystem is also possible,
# but only in scripts in "tool" mode.

# String is a path to a PNG file in the global filesystem.
export(String, FILE, GLOBAL, "*.png") var tool_image
# String is a path to a directory in the global filesystem.
export(String, DIR, GLOBAL) var tool_dir

# The MULTILINE setting tells the editor to show a large input
# field for editing over multiple lines.
export(String, MULTILINE) var text

# Limiting editor input ranges

# Allow integer values from 0 to 20.
export(int, 20) var i
# Allow integer values from -10 to 20.
export(int, -10, 20) var j
# Allow floats from -10 to 20, with a step of 0.2.
export(float, -10, 20, 0.2) var k
# Allow values 'y = exp(x)' where 'y' varies between 100 and 1000
# while snapping to steps of 20. The editor will present a
# slider for easily editing the value.
export(float, EXP, 100, 1000, 20) var l

# Floats with easing hint

# Display a visual representation of the 'ease()' function
# when editing.
export(float, EASE) var transition_speed

# Colors

# Color given as red-green-blue value (alpha will always be 1)
export(Color, RGB) var col
# Color given as red-green-blue-alpha value
export(Color, RGBA) var col

# Another node in the scene can be exported, too.

export(NodePath) var node

It must be noted that even if the script is not being run while in the editor, the exported properties are still editable. This can be used in conjunction with a script in "tool" mode.

비트 플래그(bit flags) 내보내기

Integers used as bit flags can store multiple true/false (boolean) values in one property. By using the export hint int, FLAGS, they can be set from the editor:

# Individually edit the bits of an integer.
export(int, FLAGS) var spell_elements = ELEMENT_WIND | ELEMENT_WATER

Restricting the flags to a certain number of named flags is also possible. The syntax is similar to the enumeration syntax:

# Set any of the given flags from the editor.
export(int, FLAGS, "Fire", "Water", "Earth", "Wind") var spell_elements = 0

이 예제에서, Fire 는 값 1, Water 는 값 2, Earth 는 값 4, 그리고 Wind 는 값 8에 해당합니다. 일반적으로, 상수는 이에 따라 정의되어야 합니다 (예 const ELEMENT_WIND = 8 등등).

비트 플래그를 사용하려면 비트 연산에 대한 이해가 필요합니다. 의심스럽다면, 불 변수를 대신 내보내어야 합니다.

배열 내보내기

Exporting arrays works, but with an important caveat: while regular arrays are created local to every class instance, exported arrays are shared between all instances. This means that editing them in one instance will cause them to change in all other instances. Exported arrays can have initializers, but they must be constant expressions.

# Exported array, shared between all instances.
# Default value must be a constant expression.

export var a = [1, 2, 3]

# Exported arrays can specify type (using the same hints as before).

export(Array, int) var ints = [1,2,3]
export(Array, int, "Red", "Green", "Blue") var enums = [2, 1, 0]
export(Array, Array, float) var two_dimensional = [[1.0, 2.0], [3.0, 4.0]]

# You can omit the default value, but then it would be null if not assigned.

export(Array) var b
export(Array, PackedScene) var scenes

# Typed arrays also work, only initialized empty:

export var vector3s = PoolVector3Array()
export var strings = PoolStringArray()

# Regular array, created local for every instance.
# Default value can include run-time values, but can't
# be exported.

var c = [a, 2, 3]