Script
繼承: Resource < RefCounted < Object
被繼承: CSharpScript, GDScript, ScriptExtension
作為資源儲存的類。
說明
作為資源儲存的類。腳本可以擴充所有以它為實例的物件的功能。
這是所有腳本的基底類別,不應直接使用。嘗試使用此類建立新腳本將導致錯誤。
腳本子類別的 new 方法會建立新的實例。如果一個現有的物件的類與腳本的基底類別之一相配對,Object.set_script() 會擴充該物件。
教學
屬性
方法
can_instantiate() const |
|
get_base_script() const |
|
get_global_name() const |
|
get_instance_base_type() const |
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get_property_default_value(property: StringName) |
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get_rpc_config() const |
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has_script_signal(signal_name: StringName) const |
|
has_source_code() const |
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instance_has(base_object: Object) const |
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is_abstract() const |
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is_tool() const |
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屬性說明
腳本的原始程式碼,如果原始程式碼不可用,則為空字串。當設定時,不會自動重新載入類的實作。
方法說明
bool can_instantiate() const 🔗
如果該腳本可以被產生實體,則返回 true。
Script get_base_script() const 🔗
返回由該腳本直接繼承的腳本。
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 🔗
返回腳本的基底類別型別。
Variant get_property_default_value(property: StringName) 🔗
返回指定屬性的預設值。
Variant get_rpc_config() const 🔗
Returns a Dictionary mapping method names to their RPC configuration defined by this script.
Dictionary get_script_constant_map() 🔗
返回一個包含常數名稱及其值的字典。
Array[Dictionary] get_script_method_list() 🔗
Returns the list of methods in this Script.
Note: The dictionaries returned by this method are formatted identically to those returned by Object.get_method_list().
Array[Dictionary] get_script_property_list() 🔗
Returns the list of properties in this Script.
Note: The dictionaries returned by this method are formatted identically to those returned by Object.get_property_list().
Array[Dictionary] get_script_signal_list() 🔗
Returns the list of user signals defined in this Script.
Note: The dictionaries returned by this method are formatted identically to those returned by Object.get_signal_list().
bool has_script_signal(signal_name: StringName) const 🔗
如果腳本或基底類別定義了具有給定名稱的訊號,則返回 true。
bool has_source_code() const 🔗
Returns true if the script contains non-empty source code.
Note: If a script does not have source code, this does not mean that it is invalid or unusable. For example, a GDScript that was exported with binary tokenization has no source code, but still behaves as expected and could be instantiated. This can be checked with can_instantiate().
bool instance_has(base_object: Object) const 🔗
如果 base_object 是該腳本的實例,則返回 true。
如果腳本是工具腳本,則返回 true。工具腳本可以在編輯器中運作。
如果腳本是工具腳本,則返回 true。工具腳本可以在編輯器中運作。
Error reload(keep_state: bool = false) 🔗
重新載入腳本的類的實作。返回一個錯誤程式碼。