PackedScene
继承: Resource
< RefCounted
< Object
An abstraction of a serialized scene.
描述
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 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").instantiate()
# Add the node as a child of the node the script is attached to.
add_child(scene)
// C# has no preload, so you have to always use ResourceLoader.Load<PackedScene>().
var scene = ResourceLoader.Load<PackedScene>("res://scene.tscn").Instantiate();
// Add the node as a child of the node the script is attached to.
AddChild(scene);
Example of saving 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.")
// Create the objects.
var node = new Node2D();
var body = new RigidBody2D();
var collision = new CollisionShape2D();
// Create the object hierarchy.
body.AddChild(collision);
node.AddChild(body);
// Change owner of `body`, but not of `collision`.
body.Owner = node;
var scene = new PackedScene();
// Only `node` and `body` are now packed.
Error result = scene.Pack(node);
if (result == Error.Ok)
{
Error error = ResourceSaver.Save(scene, "res://path/name.tscn"); // Or "user://..."
if (error != Error.Ok)
{
GD.PushError("An error occurred while saving the scene to disk.");
}
}
方法
bool | can_instantiate ( ) const1 |
SceneState | get_state ( ) const1 |
Node | instantiate ( edit_state: GenEditState = 0 ) const1 |
Error | pack ( path: Node ) |
枚举
enum GenEditState:
GenEditState GEN_EDIT_STATE_DISABLED = 0
If passed to instantiate
, blocks edits to the scene state.
GenEditState GEN_EDIT_STATE_INSTANCE = 1
If passed to instantiate
, provides local scene resources to the local scene.
Note: Only available in editor builds.
GenEditState GEN_EDIT_STATE_MAIN = 2
If passed to instantiate
, provides local scene resources to the local scene. Only the main scene should receive the main edit state.
Note: Only available in editor builds.
GenEditState 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.
方法说明
bool
can_instantiate ( ) const1
Returns true
if the scene file has nodes.
SceneState
get_state ( ) const1
Returns the SceneState
representing the scene file contents.
Node
instantiate ( edit_state: GenEditState = 0 ) const1
Instantiates the scene's node hierarchy. Triggers child scene instantiation(s). Triggers a Node.NOTIFICATION_SCENE_INSTANTIATED
notification on the root node.
Packs the path
node, and all owned sub-nodes, into this PackedScene. Any existing data will be cleared. See Node.owner
.
本方法通常需要用户覆盖才能生效。
本方法无副作用,不会修改该实例的任何成员变量。
本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。
本方法用于构造某个类型。
调用本方法无需实例,可直接使用类名进行调用。
本方法描述的是使用本类型作为左操作数的有效运算符。
这个值是由下列位标志构成位掩码的整数。
无返回值。