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Godotの通知

Every Object in Godot implements a _notification method. Its purpose is to allow the Object to respond to a variety of engine-level callbacks that may relate to it. For example, if the engine tells a CanvasItem to "draw", it will call _notification(NOTIFICATION_DRAW).

drawなどのこれらの通知の一部は、スクリプトでオーバーライドするのに役立ちます。Godotは、Godotがそれらの多くを専用関数で公開するほどです:

  • _ready(): NOTIFICATION_READY

  • _enter_tree(): NOTIFICATION_ENTER_TREE

  • _exit_tree(): NOTIFICATION_EXIT_TREE

  • _process(delta): NOTIFICATION_PROCESS

  • _physics_process(delta): NOTIFICATION_PHYSICS_PROCESS

  • _draw(): NOTIFICATION_DRAW

What users might not realize is that notifications exist for types other than Node alone, for example:

また、ノードに存在するコールバックの多くには専用のメソッドはありませんが、それでも非常に便利です。

One can access all these custom notifications from the universal _notification() method.

注釈

"virtual" というラベルの付いたドキュメント内のメソッドも、スクリプトによってオーバーライドされることを目的としています。

A classic example is the _init method in Object. While it has no NOTIFICATION_* equivalent, the engine still calls the method. Most languages (except C#) rely on it as a constructor.

それでは、これらの通知や仮想機能のそれぞれをどの状況で使用すべきでしょうか?

_process 対 _physics_process 対 *_input

Use _process() when one needs a framerate-dependent delta time between frames. If code that updates object data needs to update as often as possible, this is the right place. Recurring logic checks and data caching often execute here, but it comes down to the frequency at which one needs the evaluations to update. If they don't need to execute every frame, then implementing a Timer-timeout loop is another option.

# Allows for recurring operations that don't trigger script logic
# every frame (or even every fixed frame).
func _ready():
    var timer = Timer.new()
    timer.autostart = true
    timer.wait_time = 0.5
    add_child(timer)
    timer.timeout.connect(func():
        print("This block runs every 0.5 seconds")
    )

Use _physics_process() when one needs a framerate-independent delta time between frames. If code needs consistent updates over time, regardless of how fast or slow time advances, this is the right place. Recurring kinematic and object transform operations should execute here.

While it is possible, to achieve the best performance, one should avoid making input checks during these callbacks. _process() and _physics_process() will trigger at every opportunity (they do not "rest" by default). In contrast, *_input() callbacks will trigger only on frames in which the engine has actually detected the input.

One can check for input actions within the input callbacks just the same. If one wants to use delta time, one can fetch it from the related delta time methods as needed.

# Called every frame, even when the engine detects no input.
func _process(delta):
    if Input.is_action_just_pressed("ui_select"):
        print(delta)

# Called during every input event.
func _unhandled_input(event):
    match event.get_class():
        "InputEventKey":
            if Input.is_action_just_pressed("ui_accept"):
                print(get_process_delta_time())

_init 対 初期化 対 エクスポート

If the script initializes its own node subtree, without a scene, that code should execute in _init(). Other property or SceneTree-independent initializations should also run here.

注釈

The C# equivalent to GDScript's _init() method is the constructor.

_init() triggers before _enter_tree() or _ready(), but after a script creates and initializes its properties. When instantiating a scene, property values will set up according to the following sequence:

  1. Initial value assignment: the property is assigned its initialization value, or its default value if one is not specified. If a setter exists, it is not used.

  2. ``_init()`` assignment: the property's value is replaced by any assignments made in _init(), triggering the setter.

  3. Exported value assignment: an exported property's value is again replaced by any value set in the Inspector, triggering the setter.

# test is initialized to "one", without triggering the setter.
@export var test: String = "one":
    set(value):
        test = value + "!"

func _init():
    # Triggers the setter, changing test's value from "one" to "two!".
    test = "two"

# If someone sets test to "three" from the Inspector, it would trigger
# the setter, changing test's value from "two!" to "three!".

As a result, instantiating a script versus a scene may affect both the initialization and the number of times the engine calls the setter.

_ready 対 _enter_tree 対 NOTIFICATION_PARENTED

When instantiating a scene connected to the first executed scene, Godot will instantiate nodes down the tree (making _init() calls) and build the tree going downwards from the root. This causes _enter_tree() calls to cascade down the tree. Once the tree is complete, leaf nodes call _ready. A node will call this method once all child nodes have finished calling theirs. This then causes a reverse cascade going up back to the tree's root.

When instantiating a script or a standalone scene, nodes are not added to the SceneTree upon creation, so no _enter_tree() callbacks trigger. Instead, only the _init() call occurs. When the scene is added to the SceneTree, the _enter_tree() and _ready() calls occur.

メイン/アクティブシーンの一部として発生するかどうかに関係なく、ノードが別のノードの親として発生する動作をトリガーする必要があるばあい、PARENTED 通知を使用できます。たとえば、ノードのメソッドを、失敗せずに親ノードのカスタムシグナルに接続するスニペットを次に示します。実行時に作成されるデータ中心のノードで役立ちます。

extends Node

var parent_cache

func connection_check():
    return parent_cache.has_user_signal("interacted_with")

func _notification(what):
    match what:
        NOTIFICATION_PARENTED:
            parent_cache = get_parent()
            if connection_check():
                parent_cache.interacted_with.connect(_on_parent_interacted_with)
        NOTIFICATION_UNPARENTED:
            if connection_check():
                parent_cache.interacted_with.disconnect(_on_parent_interacted_with)

func _on_parent_interacted_with():
    print("I'm reacting to my parent's interaction!")