2017-09-12 20:42:36 +00:00
<?xml version="1.0" encoding="UTF-8" ?>
2022-02-14 13:18:53 +00:00
<class name= "PackedScene" inherits= "Resource" version= "4.0" xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation= "../class.xsd" >
2017-09-12 20:42:36 +00:00
<brief_description >
2017-12-04 04:34:28 +00:00
An abstraction of a serialized scene.
2017-09-12 20:42:36 +00:00
</brief_description>
<description >
2017-12-04 04:34:28 +00:00
A simplified interface to a scene file. Provides access to operations and checks that can be performed on the scene resource itself.
2021-11-23 11:20:57 +00:00
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 [member Node.owner] property).
2019-06-21 23:04:47 +00:00
[b]Note:[/b] The node doesn't need to own itself.
2020-07-09 18:05:33 +00:00
[b]Example of loading a saved scene:[/b]
2020-10-31 17:54:17 +00:00
[codeblocks]
[gdscript]
# Use load() instead of preload() if the path isn't known at compile-time.
2021-06-17 22:03:09 +00:00
var scene = preload("res://scene.tscn").instantiate()
2020-07-09 18:05:33 +00:00
# Add the node as a child of the node the script is attached to.
add_child(scene)
2020-10-31 17:54:17 +00:00
[/gdscript]
[csharp]
// C# has no preload, so you have to always use ResourceLoader.Load< PackedScene> ().
2021-06-17 22:03:09 +00:00
var scene = ResourceLoader.Load< PackedScene> ("res://scene.tscn").Instantiate();
2020-10-31 17:54:17 +00:00
// Add the node as a child of the node the script is attached to.
AddChild(scene);
[/csharp]
[/codeblocks]
2021-11-23 11:20:57 +00:00
[b]Example of saving a node with different owners:[/b] The following example creates 3 objects: [Node2D] ([code]node[/code]), [RigidDynamicBody2D] ([code]body[/code]) and [CollisionObject2D] ([code]collision[/code]). [code]collision[/code] is a child of [code]body[/code] which is a child of [code]node[/code]. Only [code]body[/code] is owned by [code]node[/code] and [code]pack[/code] will therefore only save those two nodes, but not [code]collision[/code].
2020-10-31 17:54:17 +00:00
[codeblocks]
[gdscript]
2020-04-17 20:27:01 +00:00
# Create the objects.
2018-10-21 17:34:30 +00:00
var node = Node2D.new()
2021-09-14 18:44:30 +00:00
var body = RigidDynamicBody2D.new()
2018-10-21 17:34:30 +00:00
var collision = CollisionShape2D.new()
2020-04-17 20:27:01 +00:00
# Create the object hierarchy.
2021-09-14 18:44:30 +00:00
body.add_child(collision)
node.add_child(body)
2018-10-21 17:34:30 +00:00
2021-09-14 18:44:30 +00:00
# Change owner of `body`, but not of `collision`.
body.owner = node
2018-03-28 21:07:03 +00:00
var scene = PackedScene.new()
2020-10-31 17:54:17 +00:00
2021-09-14 18:44:30 +00:00
# Only `node` and `body` are now packed.
2018-10-21 17:34:30 +00:00
var result = scene.pack(node)
2018-03-28 21:07:03 +00:00
if result == OK:
2020-10-31 17:54:17 +00:00
var error = ResourceSaver.save("res://path/name.tscn", scene) # Or "user://..."
2020-04-17 20:27:01 +00:00
if error != OK:
push_error("An error occurred while saving the scene to disk.")
2020-10-31 17:54:17 +00:00
[/gdscript]
[csharp]
// Create the objects.
var node = new Node2D();
2021-09-14 18:44:30 +00:00
var body = new RigidDynamicBody2D();
2020-10-31 17:54:17 +00:00
var collision = new CollisionShape2D();
// Create the object hierarchy.
2021-09-14 18:44:30 +00:00
body.AddChild(collision);
node.AddChild(body);
2020-10-31 17:54:17 +00:00
2021-09-14 18:44:30 +00:00
// Change owner of `body`, but not of `collision`.
body.Owner = node;
2020-10-31 17:54:17 +00:00
var scene = new PackedScene();
2021-09-14 18:44:30 +00:00
// Only `node` and `body` are now packed.
2020-10-31 17:54:17 +00:00
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]
2017-09-12 20:42:36 +00:00
</description>
<tutorials >
2020-10-01 08:34:47 +00:00
<link title= "2D Role Playing Game Demo" > https://godotengine.org/asset-library/asset/520</link>
2017-09-12 20:42:36 +00:00
</tutorials>
<methods >
2021-06-17 22:03:09 +00:00
<method name= "can_instantiate" qualifiers= "const" >
2021-07-30 13:28:05 +00:00
<return type= "bool" />
2017-09-12 20:42:36 +00:00
<description >
2017-12-04 04:34:28 +00:00
Returns [code]true[/code] if the scene file has nodes.
2017-09-12 20:42:36 +00:00
</description>
</method>
2022-03-05 20:22:38 +00:00
<method name= "get_state" qualifiers= "const" >
2021-07-30 13:28:05 +00:00
<return type= "SceneState" />
2017-09-12 20:42:36 +00:00
<description >
2017-12-04 04:34:28 +00:00
Returns the [code]SceneState[/code] representing the scene file contents.
2017-09-12 20:42:36 +00:00
</description>
</method>
2021-06-17 22:03:09 +00:00
<method name= "instantiate" qualifiers= "const" >
2021-07-30 13:28:05 +00:00
<return type= "Node" />
<argument index= "0" name= "edit_state" type= "int" enum= "PackedScene.GenEditState" default= "0" />
2017-09-12 20:42:36 +00:00
<description >
2019-06-27 10:34:26 +00:00
Instantiates the scene's node hierarchy. Triggers child scene instantiation(s). Triggers a [constant Node.NOTIFICATION_INSTANCED] notification on the root node.
2017-09-12 20:42:36 +00:00
</description>
</method>
<method name= "pack" >
2021-07-30 13:28:05 +00:00
<return type= "int" enum= "Error" />
<argument index= "0" name= "path" type= "Node" />
2017-09-12 20:42:36 +00:00
<description >
2019-01-07 10:46:26 +00:00
Pack will ignore any sub-nodes not owned by given node. See [member Node.owner].
2017-09-12 20:42:36 +00:00
</description>
</method>
</methods>
<members >
2022-01-18 10:31:15 +00:00
<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 }" >
2017-12-04 04:34:28 +00:00
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.
2017-09-12 20:42:36 +00:00
</member>
</members>
<constants >
2017-11-24 22:16:30 +00:00
<constant name= "GEN_EDIT_STATE_DISABLED" value= "0" enum= "GenEditState" >
2021-06-17 22:03:09 +00:00
If passed to [method instantiate], blocks edits to the scene state.
2017-09-12 20:42:36 +00:00
</constant>
2017-11-24 22:16:30 +00:00
<constant name= "GEN_EDIT_STATE_INSTANCE" value= "1" enum= "GenEditState" >
2021-06-17 22:03:09 +00:00
If passed to [method instantiate], provides local scene resources to the local scene.
2019-06-21 23:04:47 +00:00
[b]Note:[/b] Only available in editor builds.
2017-09-12 20:42:36 +00:00
</constant>
2017-11-24 22:16:30 +00:00
<constant name= "GEN_EDIT_STATE_MAIN" value= "2" enum= "GenEditState" >
2021-06-17 22:03:09 +00:00
If passed to [method instantiate], provides local scene resources to the local scene. Only the main scene should receive the main edit state.
2019-06-21 23:04:47 +00:00
[b]Note:[/b] Only available in editor builds.
2017-09-12 20:42:36 +00:00
</constant>
2021-10-26 19:12:25 +00:00
<constant name= "GEN_EDIT_STATE_MAIN_INHERITED" value= "3" enum= "GenEditState" >
It's similar to [constant GEN_EDIT_STATE_MAIN], but for the case where the scene is being instantiated to be the base of another one.
[b]Note:[/b] Only available in editor builds.
</constant>
2017-09-12 20:42:36 +00:00
</constants>
</class>