diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml index 2ffb02096da..b768348b8b7 100644 --- a/doc/classes/Object.xml +++ b/doc/classes/Object.xml @@ -76,83 +76,112 @@ - Override this method to customize how script properties should be handled by the engine. + Override this method to provide a custom list of additional properties to handle by the engine. Should return a property list, as an [Array] of dictionaries. The result is added to the array of [method get_property_list], and should be formatted in the same way. Each [Dictionary] must at least contain the [code]name[/code] and [code]type[/code] entries. - The example below displays [code]hammer_type[/code] in the Inspector dock, only if [code]holding_hammer[/code] is [code]true[/code]: + You can use [method _property_can_revert] and [method _property_get_revert] to customize the default values of the properties added by this method. + The example below displays a list of numbers shown as words going from [code]ZERO[/code] to [code]FIVE[/code], with [code]number_count[/code] controlling the size of the list: [codeblocks] [gdscript] @tool - extends Node2D + extends Node - @export var holding_hammer = false: - set(value): - holding_hammer = value + @export var number_count = 3: + set(nc): + number_count = nc + numbers.resize(number_count) notify_property_list_changed() - var hammer_type = 0 + + var numbers = PackedInt32Array([0, 0, 0]) func _get_property_list(): - # By default, `hammer_type` is not visible in the editor. - var property_usage = PROPERTY_USAGE_NO_EDITOR - - if holding_hammer: - property_usage = PROPERTY_USAGE_DEFAULT - var properties = [] - properties.append({ - "name": "hammer_type", - "type": TYPE_INT, - "usage": property_usage, # See above assignment. - "hint": PROPERTY_HINT_ENUM, - "hint_string": "Wooden,Iron,Golden,Enchanted" - }) + + for i in range(number_count): + properties.append({ + "name": "number_%d" % i, + "type": TYPE_INT, + "hint": PROPERTY_HINT_ENUM, + "hint_string": "ZERO,ONE,TWO,THREE,FOUR,FIVE", + }) return properties + + func _get(property): + if property.begins_with("number_"): + var index = property.get_slice("_", 1).to_int() + return numbers[index] + + func _set(property, value): + if property.begins_with("number_"): + var index = property.get_slice("_", 1).to_int() + numbers[index] = value + return true + return false [/gdscript] [csharp] [Tool] - public partial class MyNode2D : Node2D + public partial class MyNode : Node { - private bool _holdingHammer; + private int _numberCount; [Export] - public bool HoldingHammer + public int NumberCount { - get => _holdingHammer; + get => _numberCount; set { - _holdingHammer = value; + _numberCount = value; + _numbers.Resize(_numberCount); NotifyPropertyListChanged(); } } - public int HammerType { get; set; } + private List<int> _numbers = new(); public override Godot.Collections.Array<Godot.Collections.Dictionary> _GetPropertyList() { - // By default, `HammerType` is not visible in the editor. - var propertyUsage = PropertyUsageFlags.NoEditor; + var properties = new Godot.Collections.Array<Godot.Collections.Dictionary>(); - if (HoldingHammer) + for (int i = 0; i < _numberCount; i++) { - propertyUsage = PropertyUsageFlags.Default; + properties.Add(new Godot.Collections.Dictionary() + { + { "name", $"number_{i}" }, + { "type", (int)Variant.Type.Int }, + { "hint", (int)PropertyHint.Enum }, + { "hint_string", "Zero,One,Two,Three,Four,Five" }, + }); } - var properties = new Godot.Collections.Array<Godot.Collections.Dictionary>(); - properties.Add(new Godot.Collections.Dictionary() - { - { "name", "HammerType" }, - { "type", (int)Variant.Type.Int }, - { "usage", (int)propertyUsage }, // See above assignment. - { "hint", (int)PropertyHint.Enum }, - { "hint_string", "Wooden,Iron,Golden,Enchanted" } - }); - return properties; } + + public override Variant _Get(StringName property) + { + string propertyName = property.ToString(); + if (propertyName.StartsWith("number_")) + { + int index = int.Parse(propertyName.Substring("number_".Length)); + return _numbers[index]; + } + return default; + } + + public override bool _Set(StringName property, Variant value) + { + string propertyName = property.ToString(); + if (propertyName.StartsWith("number_")) + { + int index = int.Parse(propertyName.Substring("number_".Length)); + numbers[index] = value.As<int>(); + return true; + } + return false; + } } [/csharp] [/codeblocks] - [b]Note:[/b] This method is intended for advanced purposes. For most common use cases, the scripting languages offer easier ways to handle properties. See [annotation @GDScript.@export], [annotation @GDScript.@export_enum], [annotation @GDScript.@export_group], etc. + [b]Note:[/b] This method is intended for advanced purposes. For most common use cases, the scripting languages offer easier ways to handle properties. See [annotation @GDScript.@export], [annotation @GDScript.@export_enum], [annotation @GDScript.@export_group], etc. If you want to customize exported properties, use [method _validate_property]. [b]Note:[/b] If the object's script is not [annotation @GDScript.@tool], this method will not be called in the editor. @@ -274,7 +303,7 @@ - Override this method to customize existing properties. Every property info goes through this method. The dictionary contents is the same as in [method _get_property_list]. + Override this method to customize existing properties. Every property info goes through this method, except properties added with [method _get_property_list]. The dictionary contents is the same as in [method _get_property_list]. [codeblocks] [gdscript] @tool