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.

PackedScene

繼承: Resource < RefCounted < Object

對序列化場景的抽象。

說明

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 Node.owner property).

Note: The node doesn't need to own itself.

Example: Load a saved scene:

# Use load() instead of preload() if the path isn't known at compile-time.
var scene = preload("res://scene.tscn").instantiate()
# Add the node as a child of the node the script is attached to.
add_child(scene)

Example: Save a node with different owners. The following example creates 3 objects: Node2D (node), RigidBody2D (body) and CollisionObject2D (collision). collision is a child of body which is a child of node. Only body is owned by node and pack() will therefore only save those two nodes, but not collision.

# Create the objects.
var node = Node2D.new()
var body = RigidBody2D.new()
var collision = CollisionShape2D.new()

# Create the object hierarchy.
body.add_child(collision)
node.add_child(body)

# Change owner of `body`, but not of `collision`.
body.owner = node
var scene = PackedScene.new()

# Only `node` and `body` are now packed.
var result = scene.pack(node)
if result == OK:
    var error = ResourceSaver.save(scene, "res://path/name.tscn")  # Or "user://..."
    if error != OK:
        push_error("An error occurred while saving the scene to disk.")

教學

方法

bool

can_instantiate() const

SceneState

get_state() const

Node

instantiate(edit_state: GenEditState = 0) const

Error

pack(path: Node)


列舉

enum GenEditState: 🔗

GenEditState GEN_EDIT_STATE_DISABLED = 0

如果傳遞給 instantiate(),則會阻止對場景狀態的編輯。

GenEditState GEN_EDIT_STATE_INSTANCE = 1

如果傳遞給 instantiate(),則會向本地場景提供本地場景資源。

注意:僅在編輯器建構中可用。

GenEditState GEN_EDIT_STATE_MAIN = 2

如果傳遞給 instantiate(),則會向本地場景提供本地場景資源。只有主場景應該接收主編輯狀態。

注意:僅在編輯器建構中可用。

GenEditState GEN_EDIT_STATE_MAIN_INHERITED = 3

GEN_EDIT_STATE_MAIN 類似,但適用於場景作為另一個場景的基底類別實例化的情況。

注意:僅在編輯器建構中可用。


方法說明

bool can_instantiate() const 🔗

如果場景檔有節點,返回 true


SceneState get_state() const 🔗

Returns the SceneState representing the scene file contents.


Node instantiate(edit_state: GenEditState = 0) const 🔗

產生實體該場景的節點架構。觸發子場景的產生實體。在根節點上觸發 Node.NOTIFICATION_SCENE_INSTANTIATED 通知。


Error pack(path: Node) 🔗

Packs the path node, and all owned sub-nodes, into this PackedScene. Any existing data will be cleared. See Node.owner.