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PackedScene¶
Inherits: Resource < Reference < Object
Inherited By: PackedSceneGLTF
Una abstracción de una escena serializada.
Descripción¶
A simplified interface to a scene file. Provides access to operations and checks that can be performed on the scene resource itself.
Can be used to save a node to a file. When saving, the node as well as all the nodes it owns get saved (see owner
property on Node).
Note: The node doesn't need to own itself.
Example of loading a saved scene:
# Use `load()` instead of `preload()` if the path isn't known at compile-time.
var scene = preload("res://scene.tscn").instance()
# Add the node as a child of the node the script is attached to.
add_child(scene)
Example of saving a node with different owners: The following example creates 3 objects: Node2D
(node
), RigidBody2D
(rigid
) and CollisionObject2D
(collision
). collision
is a child of rigid
which is a child of node
. Only rigid
is owned by node
and pack
will therefore only save those two nodes, but not collision
.
# Create the objects.
var node = Node2D.new()
var rigid = RigidBody2D.new()
var collision = CollisionShape2D.new()
# Create the object hierarchy.
rigid.add_child(collision)
node.add_child(rigid)
# Change owner of `rigid`, but not of `collision`.
rigid.owner = node
var scene = PackedScene.new()
# Only `node` and `rigid` are now packed.
var result = scene.pack(node)
if result == OK:
var error = ResourceSaver.save("res://path/name.scn", scene) # Or "user://..."
if error != OK:
push_error("An error occurred while saving the scene to disk.")
Tutoriales¶
Propiedades¶
|
Métodos¶
can_instance ( ) const |
|
get_state ( ) |
|
instance ( GenEditState edit_state=0 ) const |
|
Enumeraciones¶
enum GenEditState:
GEN_EDIT_STATE_DISABLED = 0 --- Si se pasa a instance, bloquea las ediciones al estado de la escena.
GEN_EDIT_STATE_INSTANCE = 1 --- Si se pasa a instance, proporciona recursos de la escena local a la escena local.
Nota: Sólo disponible en las construcciones de los editores.
GEN_EDIT_STATE_MAIN = 2 --- Si se pasa a instance, proporciona recursos de la escena local a la escena local. Sólo la escena principal debe recibir el estado de edición principal.
Nota: Sólo disponible en las construcciones del editor.
GEN_EDIT_STATE_MAIN_INHERITED = 3 --- It's similar to GEN_EDIT_STATE_MAIN, but for the case where the scene is being instantiated to be the base of another one.
Note: Only available in editor builds.
Descripciones de Propiedades¶
Dictionary _bundled
Default |
|
Una representación en el diccionario del contenido de la escena.
Las claves disponibles incluyen "rnames" y "variants" para los recursos, "node_count", "nodes", "node_paths" para los nodos, "editable_instances" para las anulaciones de hijos de la escena base, "conn_count" y "conns" para las conexiones de señales, y "version" para el estilo de formato de la PackedScene.
Descripciones de Métodos¶
bool can_instance ( ) const
Devuelve true
si el archivo de la escena tiene nodos.
SceneState get_state ( )
Devuelve el SceneState
que representa el contenido del archivo de la escena.
Node instance ( GenEditState edit_state=0 ) const
Instala la jerarquía de nodos de la escena. Desencadena la(s) instanciación de la(s) escena(s) hij(as). Dispara una notificación Node.NOTIFICATION_INSTANCED en el nodo raíz.
Pack ignorará cualquier subnodo que no pertenezca a un nodo determinado. Ver Node.owner.