Object¶
Inherited By: ARVRPositionalTracker, ARVRServer, AudioServer, CameraServer, ClassDB, EditorFileSystemDirectory, EditorNavigationMeshGenerator, EditorSelection, EditorVCSInterface, Engine, Geometry, GodotSharp, IP, Input, InputMap, JNISingleton, JSON, JSONRPC, JavaClassWrapper, JavaScript, MainLoop, Marshalls, Node, OS, Performance, Physics2DDirectBodyState, Physics2DDirectSpaceState, Physics2DServer, PhysicsDirectBodyState, PhysicsDirectSpaceState, PhysicsServer, ProjectSettings, Reference, ResourceLoader, ResourceSaver, TranslationServer, TreeItem, UndoRedo, VisualScriptEditor, VisualServer
Base class for all non built-in types.
Description¶
Every class which is not a built-in type inherits from this class.
You can construct Objects from scripting languages, using Object.new()
in GDScript, new Object
in C#, or the "Construct Object" node in VisualScript.
Objects do not manage memory. If a class inherits from Object, you will have to delete instances of it manually. To do so, call the free method from your script or delete the instance from C++.
Some classes that extend Object add memory management. This is the case of Reference, which counts references and deletes itself automatically when no longer referenced. Node, another fundamental type, deletes all its children when freed from memory.
Objects export properties, which are mainly useful for storage and editing, but not really so much in programming. Properties are exported in _get_property_list and handled in _get and _set. However, scripting languages and C++ have simpler means to export them.
Property membership can be tested directly in GDScript using in
:
var n = Node2D.new()
print("position" in n) # Prints "True".
print("other_property" in n) # Prints "False".
The in
operator will evaluate to true
as long as the key exists, even if the value is null
.
Objects also receive notifications. Notifications are a simple way to notify the object about different events, so they can all be handled together. See _notification.
Note: Unlike references to a Reference, references to an Object stored in a variable can become invalid without warning. Therefore, it's recommended to use Reference for data classes instead of Object
.
Methods¶
_get_property_list ( ) virtual |
|
void |
_init ( ) virtual |
void |
_notification ( int what ) virtual |
_to_string ( ) virtual |
|
void |
add_user_signal ( String signal, Array arguments=[ ] ) |
void |
call_deferred ( String method, ... ) vararg |
can_translate_messages ( ) const |
|
connect ( String signal, Object target, String method, Array binds=[ ], int flags=0 ) |
|
void |
disconnect ( String signal, Object target, String method ) |
void |
emit_signal ( String signal, ... ) vararg |
void |
free ( ) |
get_class ( ) const |
|
get_incoming_connections ( ) const |
|
get_indexed ( NodePath property ) const |
|
get_instance_id ( ) const |
|
get_meta_list ( ) const |
|
get_method_list ( ) const |
|
get_property_list ( ) const |
|
get_script ( ) const |
|
get_signal_connection_list ( String signal ) const |
|
get_signal_list ( ) const |
|
has_method ( String method ) const |
|
has_signal ( String signal ) const |
|
has_user_signal ( String signal ) const |
|
is_blocking_signals ( ) const |
|
is_connected ( String signal, Object target, String method ) const |
|
is_queued_for_deletion ( ) const |
|
void |
notification ( int what, bool reversed=false ) |
void |
|
void |
remove_meta ( String name ) |
void |
|
void |
set_block_signals ( bool enable ) |
void |
set_deferred ( String property, Variant value ) |
void |
set_indexed ( NodePath property, Variant value ) |
void |
set_message_translation ( bool enable ) |
void |
|
void |
set_script ( Reference script ) |
to_string ( ) |
|
Enumerations¶
enum ConnectFlags:
CONNECT_DEFERRED = 1 --- Connects a signal in deferred mode. This way, signal emissions are stored in a queue, then set on idle time.
CONNECT_PERSIST = 2 --- Persisting connections are saved when the object is serialized to file.
CONNECT_ONESHOT = 4 --- One-shot connections disconnect themselves after emission.
CONNECT_REFERENCE_COUNTED = 8 --- Connect a signal as reference-counted. This means that a given signal can be connected several times to the same target, and will only be fully disconnected once no references are left.
Constants¶
NOTIFICATION_POSTINITIALIZE = 0 --- Called right when the object is initialized. Not available in script.
NOTIFICATION_PREDELETE = 1 --- Called before the object is about to be deleted.
Method Descriptions¶
Virtual method which can be overridden to customize the return value of get.
Returns the given property. Returns null
if the property
does not exist.
Array _get_property_list ( ) virtual
Virtual method which can be overridden to customize the return value of get_property_list.
Returns the object's property list as an Array of dictionaries.
Each property's Dictionary must contain at least name: String
and type: int
(see Variant.Type) entries. Optionally, it can also include hint: int
(see PropertyHint), hint_string: String
, and usage: int
(see PropertyUsageFlags).
void _init ( ) virtual
Called when the object is initialized.
void _notification ( int what ) virtual
Called whenever the object receives a notification, which is identified in what
by a constant. The base Object
has two constants NOTIFICATION_POSTINITIALIZE and NOTIFICATION_PREDELETE, but subclasses such as Node define a lot more notifications which are also received by this method.
Virtual method which can be overridden to customize the return value of set.
Sets a property. Returns true
if the property
exists.
String _to_string ( ) virtual
Virtual method which can be overridden to customize the return value of to_string, and thus the object's representation where it is converted to a string, e.g. with print(obj)
.
Returns a String representing the object. If not overridden, defaults to "[ClassName:RID]"
.
Adds a user-defined signal
. Arguments are optional, but can be added as an Array of dictionaries, each containing name: String
and type: int
(see Variant.Type) entries.
Calls the method
on the object and returns the result. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
call("set", "position", Vector2(42.0, 0.0))
Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).
void call_deferred ( String method, ... ) vararg
Calls the method
on the object during idle time. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
call_deferred("set", "position", Vector2(42.0, 0.0))
Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).
Calls the method
on the object and returns the result. Contrarily to call, this method does not support a variable number of arguments but expects all parameters to be via a single Array.
callv("set", [ "position", Vector2(42.0, 0.0) ])
bool can_translate_messages ( ) const
Returns true
if the object can translate strings. See set_message_translation and tr.
Connects a signal
to a method
on a target
object. Pass optional binds
to the call as an Array of parameters. These parameters will be passed to the method after any parameter used in the call to emit_signal. Use flags
to set deferred or one-shot connections. See ConnectFlags constants.
A signal
can only be connected once to a method
. It will throw an error if already connected, unless the signal was connected with CONNECT_REFERENCE_COUNTED. To avoid this, first, use is_connected to check for existing connections.
If the target
is destroyed in the game's lifecycle, the connection will be lost.
Examples:
connect("pressed", self, "_on_Button_pressed") # BaseButton signal
connect("text_entered", self, "_on_LineEdit_text_entered") # LineEdit signal
connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # User-defined signal
An example of the relationship between binds
passed to connect and parameters used when calling emit_signal:
connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # weapon_type and damage are passed last
emit_signal("hit", "Dark lord", 5) # "Dark lord" and 5 are passed first
func _on_Player_hit(hit_by, level, weapon_type, damage):
print("Hit by %s (lvl %d) with weapon %s for %d damage" % [hit_by, level, weapon_type, damage])
Disconnects a signal
from a method
on the given target
.
If you try to disconnect a connection that does not exist, the method will throw an error. Use is_connected to ensure that the connection exists.
void emit_signal ( String signal, ... ) vararg
Emits the given signal
. The signal must exist, so it should be a built-in signal of this class or one of its parent classes, or a user-defined signal. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
emit_signal("hit", weapon_type, damage)
emit_signal("game_over")
void free ( )
Deletes the object from memory. Any pre-existing reference to the freed object will become invalid, e.g. is_instance_valid(object)
will return false
.
Returns the Variant value of the given property
. If the property
doesn't exist, this will return null
.
Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).
String get_class ( ) const
Returns the object's class as a String.
Array get_incoming_connections ( ) const
Returns an Array of dictionaries with information about signals that are connected to the object.
Each Dictionary contains three String entries:
source
is a reference to the signal emitter.signal_name
is the name of the connected signal.method_name
is the name of the method to which the signal is connected.
Gets the object's property indexed by the given NodePath. The node path should be relative to the current object and can use the colon character (:
) to access nested properties. Examples: "position:x"
or "material:next_pass:blend_mode"
.
int get_instance_id ( ) const
Returns the object's unique instance ID.
This ID can be saved in EncodedObjectAsID, and can be used to retrieve the object instance with @GDScript.instance_from_id.
Returns the object's metadata entry for the given name
.
PoolStringArray get_meta_list ( ) const
Returns the object's metadata as a PoolStringArray.
Array get_method_list ( ) const
Returns the object's methods and their signatures as an Array.
Array get_property_list ( ) const
Returns the object's property list as an Array of dictionaries.
Each property's Dictionary contain at least name: String
and type: int
(see Variant.Type) entries. Optionally, it can also include hint: int
(see PropertyHint), hint_string: String
, and usage: int
(see PropertyUsageFlags).
Reference get_script ( ) const
Returns the object's Script instance, or null
if none is assigned.
Returns an Array of connections for the given signal
.
Array get_signal_list ( ) const
Returns the list of signals as an Array of dictionaries.
Returns true
if a metadata entry is found with the given name
.
Returns true
if the object contains the given method
.
Returns true
if the given signal
exists.
Returns true
if the given user-defined signal
exists. Only signals added using add_user_signal are taken into account.
bool is_blocking_signals ( ) const
Returns true
if signal emission blocking is enabled.
Returns true
if the object inherits from the given class
.
Returns true
if a connection exists for a given signal
, target
, and method
.
bool is_queued_for_deletion ( ) const
Returns true
if the Node.queue_free method was called for the object.
Send a given notification to the object, which will also trigger a call to the _notification method of all classes that the object inherits from.
If reversed
is true
, _notification is called first on the object's own class, and then up to its successive parent classes. If reversed
is false
, _notification is called first on the highest ancestor (Object
itself), and then down to its successive inheriting classes.
void property_list_changed_notify ( )
Notify the editor that the property list has changed, so that editor plugins can take the new values into account. Does nothing on export builds.
void remove_meta ( String name )
Removes a given entry from the object's metadata. See also set_meta.
Assigns a new value to the given property. If the property
does not exist, nothing will happen.
Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).
void set_block_signals ( bool enable )
If set to true
, signal emission is blocked.
Assigns a new value to the given property, after the current frame's physics step. This is equivalent to calling set via call_deferred, i.e. call_deferred("set", property, value)
.
Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).
Assigns a new value to the property identified by the NodePath. The node path should be relative to the current object and can use the colon character (:
) to access nested properties. Example:
set_indexed("position", Vector2(42, 0))
set_indexed("position:y", -10)
print(position) # (42, -10)
void set_message_translation ( bool enable )
Defines whether the object can translate strings (with calls to tr). Enabled by default.
Adds, changes or removes a given entry in the object's metadata. Metadata are serialized and can take any Variant value.
To remove a given entry from the object's metadata, use remove_meta. Metadata is also removed if its value is set to null
. This means you can also use set_meta("name", null)
to remove metadata for "name"
.
void set_script ( Reference script )
Assigns a script to the object. Each object can have a single script assigned to it, which are used to extend its functionality.
If the object already had a script, the previous script instance will be freed and its variables and state will be lost. The new script's _init method will be called.
String to_string ( )
Returns a String representing the object. If not overridden, defaults to "[ClassName:RID]"
.
Override the method _to_string to customize the String representation.
Translates a message using translation catalogs configured in the Project Settings.
Only works if message translation is enabled (which it is by default), otherwise it returns the message
unchanged. See set_message_translation.