Resource

继承: RefCounted < Object

派生: Animation, AnimationLibrary, AnimationNode, AnimationNodeStateMachinePlayback, AnimationNodeStateMachineTransition, AudioBusLayout, AudioEffect, AudioStream, BitMap, BoneMap, ButtonGroup, CameraAttributes, Compositor, CompositorEffect, CryptoKey, Curve, Curve2D, Curve3D, EditorNode3DGizmoPlugin, EditorSettings, Environment, Font, GDExtension, GLTFAccessor, GLTFAnimation, GLTFBufferView, GLTFCamera, GLTFDocument, GLTFDocumentExtension, GLTFLight, GLTFMesh, GLTFNode, GLTFPhysicsBody, GLTFPhysicsShape, GLTFSkeleton, GLTFSkin, GLTFSpecGloss, GLTFState, GLTFTexture, GLTFTextureSampler, Gradient, Image, ImporterMesh, InputEvent, JSON, LabelSettings, LightmapGIData, Material, Mesh, MeshLibrary, MissingResource, MultiMesh, NavigationMesh, NavigationMeshSourceGeometryData2D, NavigationMeshSourceGeometryData3D, NavigationPolygon, Noise, Occluder3D, OccluderPolygon2D, OggPacketSequence, OpenXRAction, OpenXRActionMap, OpenXRActionSet, OpenXRInteractionProfile, OpenXRIPBinding, PackedDataContainer, PackedScene, PhysicsMaterial, PolygonPathFinder, RDShaderFile, RDShaderSPIRV, RichTextEffect, SceneReplicationConfig, Script, Shader, ShaderInclude, Shape2D, Shape3D, Shortcut, SkeletonModification2D, SkeletonModificationStack2D, SkeletonProfile, Skin, Sky, SpriteFrames, StyleBox, SyntaxHighlighter, Texture, Theme, TileMapPattern, TileSet, TileSetSource, Translation, VideoStream, VideoStreamPlayback, VisualShaderNode, VoxelGIData, World2D, World3D, X509Certificate

Base class for serializable objects.

描述

Resource is the base class for all Godot-specific resource types, serving primarily as data containers. Since they inherit from RefCounted, resources are reference-counted and freed when no longer in use. They can also be nested within other resources, and saved on disk. PackedScene, one of the most common Object s in a Godot project, is also a resource, uniquely capable of storing and instantiating the Node s it contains as many times as desired.

In GDScript, resources can loaded from disk by their resource_path using @GDScript.load or @GDScript.preload.

The engine keeps a global cache of all loaded resources, referenced by paths (see ResourceLoader.has_cached). A resource will be cached when loaded for the first time and removed from cache once all references are released. When a resource is cached, subsequent loads using its path will return the cached reference.

Note: In C#, resources will not be freed instantly after they are no longer in use. Instead, garbage collection will run periodically and will free resources that are no longer in use. This means that unused resources will remain in memory for a while before being removed.

属性

方法

RID_get_rid ( ) virtual1 const2
void_reset_state ( ) virtual1
void_set_path_cache ( path: String ) virtual1 const2
void_setup_local_to_scene ( ) virtual1
Resourceduplicate ( subresources: bool = false ) const2
voidemit_changed ( )
Stringgenerate_scene_unique_id ( ) static3
Stringget_id_for_path ( path: String ) const2
Nodeget_local_scene ( ) const2
RIDget_rid ( ) const2
boolis_built_in ( ) const2
voidreset_state ( )
voidset_id_for_path ( path: String, id: String )
voidset_path_cache ( path: String )
voidsetup_local_to_scene ( )
voidtake_over_path ( path: String )

信号

changed ( )

Emitted when the resource changes, usually when one of its properties is modified. See also emit_changed.

Note: This signal is not emitted automatically for properties of custom resources. If necessary, a setter needs to be created to emit the signal.


setup_local_to_scene_requested ( )

已弃用: This signal is only emitted when the resource is created. Override _setup_local_to_scene instead.

Emitted by a newly duplicated resource with resource_local_to_scene set to true.


属性说明

bool resource_local_to_scene = false

  • void set_local_to_scene ( value: bool )
  • bool is_local_to_scene ( )

If true, the resource is duplicated for each instance of all scenes using it. At run-time, the resource can be modified in one scene without affecting other instances (see PackedScene.instantiate).

Note: Changing this property at run-time has no effect on already created duplicate resources.


String resource_name = ""

An optional name for this resource. When defined, its value is displayed to represent the resource in the Inspector dock. For built-in scripts, the name is displayed as part of the tab name in the script editor.

Note: Some resource formats do not support resource names. You can still set the name in the editor or via code, but it will be lost when the resource is reloaded. For example, only built-in scripts can have a resource name, while scripts stored in separate files cannot.


String resource_path = ""

The unique path to this resource. If it has been saved to disk, the value will be its filepath. If the resource is exclusively contained within a scene, the value will be the PackedScene's filepath, followed by a unique identifier.

Note: Setting this property manually may fail if a resource with the same path has already been previously loaded. If necessary, use take_over_path.


String resource_scene_unique_id

  • void set_scene_unique_id ( value: String )
  • String get_scene_unique_id ( )

An unique identifier relative to the this resource's scene. If left empty, the ID is automatically generated when this resource is saved inside a PackedScene. If the resource is not inside a scene, this property is empty by default.

Note: When the PackedScene is saved, if multiple resources in the same scene use the same ID, only the earliest resource in the scene hierarchy keeps the original ID. The other resources are assigned new IDs from generate_scene_unique_id.

Note: Setting this property does not emit the changed signal.

Warning: When setting, the ID must only consist of letters, numbers, and underscores. Otherwise, it will fail and default to a randomly generated ID.


方法说明

RID _get_rid ( ) virtual1 const2

Override this method to return a custom RID when get_rid is called.


void _reset_state ( ) virtual1

For resources that use a variable number of properties, either via Object._validate_property or Object._get_property_list, this method should be implemented to correctly clear the resource's state.


void _set_path_cache ( path: String ) virtual1 const2

Sets the resource's path to path without involving the resource cache.


void _setup_local_to_scene ( ) virtual1

Override this method to customize the newly duplicated resource created from PackedScene.instantiate, if the original's resource_local_to_scene is set to true.

Example: Set a random damage value to every local resource from an instantiated scene.


    extends Resource
    
    var damage = 0
    
    func _setup_local_to_scene():
        damage = randi_range(10, 40)

Resource duplicate ( subresources: bool = false ) const2

Duplicates this resource, returning a new resource with its export ed or @GlobalScope.PROPERTY_USAGE_STORAGE properties copied from the original.

If subresources is false, a shallow copy is returned; nested resources within subresources are not duplicated and are shared with the original resource (with one exception; see below). If subresources is true, a deep copy is returned; nested subresources will be duplicated and are not shared (with two exceptions; see below).

subresources is usually respected, with the following exceptions:

Note: For custom resources, this method will fail if Object._init has been defined with required parameters.


void emit_changed ( )

Emits the changed signal. This method is called automatically for some built-in resources.

Note: For custom resources, it's recommended to call this method whenever a meaningful change occurs, such as a modified property. This ensures that custom Object s depending on the resource are properly updated.


    var damage:
        set(new_value):
            if damage != new_value:
                damage = new_value
                emit_changed()

String generate_scene_unique_id ( ) static3

Generates a unique identifier for a resource to be contained inside a PackedScene, based on the current date, time, and a random value. The returned string is only composed of letters (a to y) and numbers (0 to 8). See also resource_scene_unique_id.


String get_id_for_path ( path: String ) const2

Returns the unique identifier for the resource with the given path from the resource cache. If the resource is not loaded and cached, an empty string is returned.

Note: This method is only implemented when running in an editor context. At runtime, it returns an empty string.


Node get_local_scene ( ) const2

If resource_local_to_scene is set to true and the resource has been loaded from a PackedScene instantiation, returns the root Node of the scene where this resource is used. Otherwise, returns null.


RID get_rid ( ) const2

Returns the RID of this resource (or an empty RID). Many resources (such as Texture2D, Mesh, and so on) are high-level abstractions of resources stored in a specialized server (DisplayServer, RenderingServer, etc.), so this function will return the original RID.


bool is_built_in ( ) const2

Returns true if the resource is built-in (from the engine) or false if it is user-defined.


void reset_state ( )

For resources that use a variable number of properties, either via Object._validate_property or Object._get_property_list, override _reset_state to correctly clear the resource's state.


void set_id_for_path ( path: String, id: String )

Sets the unique identifier to id for the resource with the given path in the resource cache. If the unique identifier is empty, the cache entry using path is removed if it exists.

Note: This method is only implemented when running in an editor context.


void set_path_cache ( path: String )

Sets the resource's path to path without involving the resource cache.


void setup_local_to_scene ( )

已弃用: This method should only be called internally.

Calls _setup_local_to_scene. If resource_local_to_scene is set to true, this method is automatically called from PackedScene.instantiate by the newly duplicated resource within the scene instance.


void take_over_path ( path: String )

Sets the resource_path to path, potentially overriding an existing cache entry for this path. Further attempts to load an overridden resource by path will instead return this resource.

1

本方法通常需要用户覆盖才能生效。

2

本方法无副作用,不会修改该实例的任何成员变量。

4

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。

5

本方法用于构造某个类型。

3

调用本方法无需实例,可直接使用类名进行调用。

6

本方法描述的是使用本类型作为左操作数的有效运算符。

7

这个值是由下列位标志构成位掩码的整数。

8

无返回值。