more detailed example for usage of PackedScene
(cherry picked from commit 725bec7735
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<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 node it owns get saved (see [code]owner[/code] property on [Node]). Note that the node doesn't need to own itself.
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Example of saving a node:
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Example of saving a node with different owners: 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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[codeblock]
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# create the objects
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var node = Node2D.new()
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var rigid = RigidBody2D.new()
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var collision = CollisionShape2D.new()
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# create the object hierachy
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rigid.add_child(collision)
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node.add_child(rigid)
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# change owner of rigid, but not of collision
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rigid.set_owner(node)
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var scene = PackedScene.new()
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var result = scene.pack(child)
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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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ResourceSaver.save("res://path/name.scn", scene) // or user://...
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ResourceSaver.save("res://path/name.scn", scene) # or user://...
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[/codeblock]
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</description>
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<tutorials>
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