Up to date
This page is up to date for Godot 4.2
.
If you still find outdated information, please open an issue.
GDScript exported properties¶
En Godot, los miembros de clase se pueden exportar. Esto significa que su valor se guardará junto con el recurso (p. ej. scene) al que están anexados. Estos también estarán disponibles para su edición en el editor de propiedades. La exportación se hace usando la anotación @export
.
@export var number: int = 5
In that example the value 5
will be saved and visible in the property editor.
An exported variable must be initialized to a constant expression or have a type specifier in the variable. Some of the export annotations have a specific type and don't need the variable to be typed (see the Examples section below).
Uno de los beneficios fundamentales de exportar (exponer) variables miembro es poder verlas y modificarlas en el editor. De este modo los artistas y los diseñadores de juegos pueden modificar estos valores, que luego influenciarán en cómo el programa se ejecuta. Para ésto, se proporciona una sintaxis especial.
Nota
Exporting properties can also be done in other languages such as C#. The syntax varies depending on the language. See C# exported properties for information on C# exports.
Basic use¶
If the exported value assigns a constant or constant expression, the type will be inferred and used in the editor.
@export var number = 5
If there's no default value, you can add a type to the variable.
@export var number: int
Resources and nodes can be exported.
@export var resource: Resource
@export var node: Node
Grouping Exports¶
It is possible to group your exported properties inside the Inspector
with the @export_group
annotation. Every exported property after this annotation will be added to
the group. Start a new group or use @export_group("")
to break out.
@export_group("My Properties")
@export var number = 3
The second argument of the annotation can be used to only group properties with the specified prefix.
Groups cannot be nested, use @export_subgroup to create subgroups within a group.
@export_subgroup("Extra Properties")
@export var string = ""
@export var flag = false
You can also change the name of your main category, or create additional categories in the property list with the @export_category annotation.
@export_category("Main Category")
@export var number = 3
@export var string = ""
@export_category("Extra Category")
@export var flag = false
Nota
The list of properties is organized based on the class inheritance and new categories break that expectation. Use them carefully, especially when creating projects for public use.
Strings as paths¶
Cadenas de texto como ruta a un archivo.
@export_file var f
String as a path to a directory.
@export_dir var f
String as a path to a file, custom filter provided as hint.
@export_file("*.txt") var f
Using paths in the global filesystem is also possible, but only in scripts in tool mode.
String as a path to a PNG file in the global filesystem.
@export_global_file("*.png") var tool_image
String as a path to a directory in the global filesystem.
@export_global_dir var tool_dir
The multiline annotation tells the editor to show a large input field for editing over multiple lines.
@export_multiline var text
Limiting editor input ranges¶
Allow integer values from 0 to 20.
@export_range(0, 20) var i
Allow integer values from -10 to 20.
@export_range(-10, 20) var j
Allow floats from -10 to 20 and snap the value to multiples of 0.2.
@export_range(-10, 20, 0.2) var k: float
The limits can be only for the slider if you add the hints "or_greater" and/or "or_less".
@export_range(0, 100, 1, "or_greater", "or_less")
Floats with easing hint¶
Display a visual representation of the 'ease()' function when editing.
@export_exp_easing var transition_speed
Colors¶
Regular color given as red-green-blue-alpha value.
@export var col: Color
Color given as red-green-blue value (alpha will always be 1).
@export_color_no_alpha var col: Color
Nodos¶
Since Godot 4.0, nodes can be directly exported as properties in a script without having to use NodePaths:
# Allows any node.
@export var node: Node
# Allows any node that inherits from BaseButton.
# Custom classes declared with `class_name` can also be used.
@export var some_button: BaseButton
Exporting NodePaths like in Godot 3.x is still possible, in case you need it:
@export var node_path: NodePath
var node = get_node(node_path)
If you want to limit the types of nodes for NodePaths, you can use the @export_node_path annotation:
@export_node_path("Button", "TouchScreenButton") var some_button
Recursos¶
@export var resource: Resource
In the Inspector, you can then drag and drop a resource file from the FileSystem dock into the variable slot.
Opening the inspector dropdown may result in an extremely long list of possible classes to create, however. Therefore, if you specify an extension of Resource such as:
@export var resource: AnimationNode
The drop-down menu will be limited to AnimationNode and all its inherited classes.
Nótese que incluso si el script no se ejecuta junto en el editor, las propiedades exportadas siguen siendo editables. Esto se puede utilizar en conjunto con un script en modo "tool".
Exportando "bit flags"¶
Integers used as bit flags can store multiple true
/false
(boolean)
values in one property. By using the @export_flags
annotation, they
can be set from the editor:
# Set any of the given flags from the editor.
@export_flags("Fire", "Water", "Earth", "Wind") var spell_elements = 0
Debes proveer una cadena de descripción por cada bandera .En este ejemplo, Fire
tiene valor 1, Water
tiene valor 2, Earth
tiene valor 4 y Wind
corresponde al valor 8. Usualmente, las constantes deberían de definirse acorde a esto (p. ej. const ELEMENT_WIND = 8`` y así con el resto).
You can add explicit values using a colon:
@export_flags("Self:4", "Allies:8", "Foes:16") var spell_targets = 0
Only power of 2 values are valid as bit flags options. The lowest allowed value is 1, as 0 means that nothing is selected. You can also add options that are a combination of other flags:
@export_flags("Self:4", "Allies:8", "Self and Allies:12", "Foes:16")
var spell_targets = 0
Export annotations are also provided for the physics, render, and navigation layers defined in the project settings:
@export_flags_2d_physics var layers_2d_physics
@export_flags_2d_render var layers_2d_render
@export_flags_2d_navigation var layers_2d_navigation
@export_flags_3d_physics var layers_3d_physics
@export_flags_3d_render var layers_3d_render
@export_flags_3d_navigation var layers_3d_navigation
Usar banderas requiere ciertos conocimientos de las operaciones bit a bit. En caso de duda, se pueden exportar variables booleanas en su lugar.
Exporting enums¶
Properties can be exported with a type hint referencing an enum to limit their values to the values of the enumeration. The editor will create a widget in the Inspector, enumerating the following as "Thing 1", "Thing 2", "Another Thing". The value will be stored as an integer.
enum NamedEnum {THING_1, THING_2, ANOTHER_THING = -1}
@export var x: NamedEnum
Integer and string properties can also be limited to a specific list of values using
the @export_enum annotation.
The editor will create a widget in the Inspector, enumerating the following as Warrior,
Magician, Thief. The value will be stored as an integer, corresponding to the index
of the selected option (i.e. 0
, 1
, or 2
).
@export_enum("Warrior", "Magician", "Thief") var character_class: int
You can add explicit values using a colon:
@export_enum("Slow:30", "Average:60", "Very Fast:200") var character_speed: int
If the type is String, the value will be stored as a string.
@export_enum("Rebecca", "Mary", "Leah") var character_name: String
If you want to set an initial value, you must specify it explicitly:
@export_enum("Rebecca", "Mary", "Leah") var character_name: String = "Rebecca"
Exportando arrays¶
Los arrays exportados pueden tener inicializadores, pero deben ser expresiones constantes.
Si el array exportado especifica un tipo que hereda de Resource, se podrán asignar valores al array arrastrando y soltando múltiples archivos a la vez desde el panel de Sistema de Archivos.
The 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 var ints: Array[int] = [1, 2, 3]
# Nested typed arrays such as `Array[Array[float]]` are not supported yet.
@export var two_dimensional: Array[Array] = [[1.0, 2.0], [3.0, 4.0]]
You can omit the default value, but it would then be null
if not assigned.
@export var b: Array
@export var scenes: Array[PackedScene]
Arrays with specified types which inherit from resource can be set by drag-and-dropping multiple files from the FileSystem dock.
@export var textures: Array[Texture] = []
@export var scenes: Array[PackedScene] = []
Packed type arrays also work, but only initialized empty:
@export var vector3s = PackedVector3Array()
@export var strings = PackedStringArray()
Configurando variables exportadas desde un script en modo tool¶
When changing an exported variable's value from a script in Modo Tool, the value in the inspector won't be updated automatically. To update it, call notify_property_list_changed() after setting the exported variable's value.
Exportación avanzada¶
No se proveen todos los tipos del lenguaje para export para evitar complejidad innecesaria. Lo siguiente describe las características de export más comunes que pueden implementarse con una API de bajo nivel.
Before reading further, you should get familiar with the way properties are handled and how they can be customized with _set(), _get(), and _get_property_list() methods as described in Acceso a datos o lógica desde un objeto.
Ver también
Para vincular propiedades usando los métodos mostrados anteriormente en C++, ver La vinculación de propiedades utilizando _set/_get/_get_property_list.
Advertencia
El script deberá funcionar en modo tool
para que los métodos mostrados funcionen en el editor.