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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "PackedScene" inherits= "Resource" version= "4.0" >
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<brief_description >
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An abstraction of a serialized scene.
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</brief_description>
<description >
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A simplified interface to a scene file. Provides access to operations and checks that can be performed on the scene resource itself.
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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 [code]owner[/code] property on [Node]).
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[b]Note:[/b] The node doesn't need to own itself.
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[b]Example of loading a saved scene:[/b]
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[codeblocks]
[gdscript]
# Use load() instead of preload() if the path isn't known at compile-time.
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var scene = preload("res://scene.tscn").instance()
# Add the node as a child of the node the script is attached to.
add_child(scene)
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[/gdscript]
[csharp]
// C# has no preload, so you have to always use ResourceLoader.Load< PackedScene> ().
var scene = ResourceLoader.Load< PackedScene> ("res://scene.tscn").Instance();
// Add the node as a child of the node the script is attached to.
AddChild(scene);
[/csharp]
[/codeblocks]
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[b]Example of saving a node with different owners:[/b] The following example creates 3 objects: [code]Node2D[/code] ([code]node[/code]), [code]RigidBody2D[/code] ([code]rigid[/code]) and [code]CollisionObject2D[/code] ([code]collision[/code]). [code]collision[/code] is a child of [code]rigid[/code] which is a child of [code]node[/code]. Only [code]rigid[/code] is owned by [code]node[/code] and [code]pack[/code] will therefore only save those two nodes, but not [code]collision[/code].
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[codeblocks]
[gdscript]
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# Create the objects.
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var node = Node2D.new()
var rigid = RigidBody2D.new()
var collision = CollisionShape2D.new()
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# Create the object hierarchy.
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rigid.add_child(collision)
node.add_child(rigid)
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# Change owner of `rigid`, but not of `collision`.
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rigid.owner = node
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var scene = PackedScene.new()
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# Only `node` and `rigid` are now packed.
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var result = scene.pack(node)
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if result == OK:
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var error = ResourceSaver.save("res://path/name.tscn", scene) # Or "user://..."
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if error != OK:
push_error("An error occurred while saving the scene to disk.")
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[/gdscript]
[csharp]
// Create the objects.
var node = new Node2D();
var rigid = new RigidBody2D();
var collision = new CollisionShape2D();
// Create the object hierarchy.
rigid.AddChild(collision);
node.AddChild(rigid);
// Change owner of `rigid`, but not of `collision`.
rigid.Owner = node;
var scene = new PackedScene();
// Only `node` and `rigid` are now packed.
Error result = scene.Pack(node);
if (result == Error.Ok)
{
Error error = ResourceSaver.Save("res://path/name.tscn", scene); // Or "user://..."
if (error != Error.Ok)
{
GD.PushError("An error occurred while saving the scene to disk.");
}
}
[/csharp]
[/codeblocks]
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</description>
<tutorials >
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<link title= "2D Role Playing Game Demo" > https://godotengine.org/asset-library/asset/520</link>
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</tutorials>
<methods >
<method name= "can_instance" qualifiers= "const" >
<return type= "bool" >
</return>
<description >
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Returns [code]true[/code] if the scene file has nodes.
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</description>
</method>
<method name= "get_state" >
<return type= "SceneState" >
</return>
<description >
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Returns the [code]SceneState[/code] representing the scene file contents.
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</description>
</method>
<method name= "instance" qualifiers= "const" >
<return type= "Node" >
</return>
<argument index= "0" name= "edit_state" type= "int" enum= "PackedScene.GenEditState" default= "0" >
</argument>
<description >
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Instantiates the scene's node hierarchy. Triggers child scene instantiation(s). Triggers a [constant Node.NOTIFICATION_INSTANCED] notification on the root node.
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</description>
</method>
<method name= "pack" >
<return type= "int" enum= "Error" >
</return>
<argument index= "0" name= "path" type= "Node" >
</argument>
<description >
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Pack will ignore any sub-nodes not owned by given node. See [member Node.owner].
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</description>
</method>
</methods>
<members >
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<member name= "_bundled" type= "Dictionary" setter= "_set_bundled_scene" getter= "_get_bundled_scene" default= "{"conn_count": 0,"conns": PackedInt32Array(),"editable_instances": [],"names": PackedStringArray(),"node_count": 0,"node_paths": [],"nodes": PackedInt32Array(),"variants": [],"version": 2}" >
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A dictionary representation of the scene contents.
Available keys include "rnames" and "variants" for resources, "node_count", "nodes", "node_paths" for nodes, "editable_instances" for base scene children overrides, "conn_count" and "conns" for signal connections, and "version" for the format style of the PackedScene.
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</member>
</members>
<constants >
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<constant name= "GEN_EDIT_STATE_DISABLED" value= "0" enum= "GenEditState" >
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If passed to [method instance], blocks edits to the scene state.
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</constant>
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<constant name= "GEN_EDIT_STATE_INSTANCE" value= "1" enum= "GenEditState" >
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If passed to [method instance], provides local scene resources to the local scene.
[b]Note:[/b] Only available in editor builds.
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</constant>
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<constant name= "GEN_EDIT_STATE_MAIN" value= "2" enum= "GenEditState" >
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If passed to [method instance], provides local scene resources to the local scene. Only the main scene should receive the main edit state.
[b]Note:[/b] Only available in editor builds.
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</constant>
</constants>
</class>