Attention: Here be dragons
This is the latest
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
Checking the stable version of the documentation...
Script¶
Inherits: Resource < RefCounted < Object
Inherited By: CSharpScript, GDScript, ScriptExtension
A class stored as a resource.
Description¶
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.
Tutorials¶
Properties¶
Methods¶
can_instantiate() const |
|
get_base_script() const |
|
get_global_name() const |
|
get_instance_base_type() const |
|
get_property_default_value(property: StringName) |
|
has_script_signal(signal_name: StringName) const |
|
has_source_code() const |
|
instance_has(base_object: Object) const |
|
is_abstract() const |
|
is_tool() const |
|
Property Descriptions¶
String source_code
The script source code or an empty string if source code is not available. When set, does not reload the class implementation automatically.
Method Descriptions¶
bool can_instantiate() const
Returns true
if the script can be instantiated.
Script get_base_script() const
Returns the script directly inherited by this script.
StringName get_global_name() const
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() const
Returns the script's base type.
Variant get_property_default_value(property: StringName)
Returns the default value of the specified property.
Dictionary get_script_constant_map()
Returns a dictionary containing constant names and their values.
Array[Dictionary] get_script_method_list()
Returns the list of methods in this Script.
Array[Dictionary] get_script_property_list()
Returns the list of properties in this Script.
Array[Dictionary] get_script_signal_list()
Returns the list of user signals defined in this Script.
bool has_script_signal(signal_name: StringName) const
Returns true
if the script, or a base class, defines a signal with the given name.
bool has_source_code() const
Returns true
if the script contains non-empty source code.
bool instance_has(base_object: Object) const
Returns true
if base_object
is an instance of this script.
bool is_abstract() const
Returns true
if the script is an abstract script. An abstract script does not have a constructor and cannot be instantiated.
bool is_tool() const
Returns true
if the script is a tool script. A tool script can run in the editor.
Error reload(keep_state: bool = false)
Reloads the script's class implementation. Returns an error code.