81064cc239
We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
77 lines
3.8 KiB
XML
77 lines
3.8 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="MultiplayerSpawner" inherits="Node" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
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<brief_description>
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Automatically replicates spawnable nodes from the authority to other multiplayer peers.
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</brief_description>
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<description>
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Spawnable scenes can be configured in the editor or through code (see [method add_spawnable_scene]).
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Also supports custom node spawns through [method spawn], calling [member spawn_function] on all peers.
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Internally, [MultiplayerSpawner] uses [method MultiplayerAPI.object_configuration_add] to notify spawns passing the spawned node as the [code]object[/code] and itself as the [code]configuration[/code], and [method MultiplayerAPI.object_configuration_remove] to notify despawns in a similar way.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="add_spawnable_scene">
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<return type="void" />
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<param index="0" name="path" type="String" />
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<description>
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Adds a scene path to spawnable scenes, making it automatically replicated from the multiplayer authority to other peers when added as children of the node pointed by [member spawn_path].
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</description>
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</method>
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<method name="clear_spawnable_scenes">
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<return type="void" />
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<description>
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Clears all spawnable scenes. Does not despawn existing instances on remote peers.
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</description>
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</method>
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<method name="get_spawnable_scene" qualifiers="const">
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<return type="String" />
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<param index="0" name="index" type="int" />
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<description>
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Returns the spawnable scene path by index.
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</description>
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</method>
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<method name="get_spawnable_scene_count" qualifiers="const">
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<return type="int" />
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<description>
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Returns the count of spawnable scene paths.
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</description>
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</method>
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<method name="spawn">
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<return type="Node" />
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<param index="0" name="data" type="Variant" default="null" />
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<description>
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Requests a custom spawn, with [param data] passed to [member spawn_function] on all peers. Returns the locally spawned node instance already inside the scene tree, and added as a child of the node pointed by [member spawn_path].
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[b]Note:[/b] Spawnable scenes are spawned automatically. [method spawn] is only needed for custom spawns.
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</description>
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</method>
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</methods>
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<members>
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<member name="spawn_function" type="Callable" setter="set_spawn_function" getter="get_spawn_function">
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Method called on all peers when for every custom [method spawn] requested by the authority. Will receive the [code]data[/code] parameter, and should return a [Node] that is not in the scene tree.
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[b]Note:[/b] The returned node should [b]not[/b] be added to the scene with [method Node.add_child]. This is done automatically.
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</member>
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<member name="spawn_limit" type="int" setter="set_spawn_limit" getter="get_spawn_limit" default="0">
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Maximum nodes that is allowed to be spawned by this spawner. Includes both spawnable scenes and custom spawns.
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When set to [code]0[/code] (the default), there is no limit.
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</member>
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<member name="spawn_path" type="NodePath" setter="set_spawn_path" getter="get_spawn_path" default="NodePath("")">
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Path to the spawn root. Spawnable scenes that are added as direct children are replicated to other peers.
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</member>
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</members>
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<signals>
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<signal name="despawned">
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<param index="0" name="node" type="Node" />
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<description>
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Emitted when a spawnable scene or custom spawn was despawned by the multiplayer authority. Only called on puppets.
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</description>
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</signal>
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<signal name="spawned">
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<param index="0" name="node" type="Node" />
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<description>
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Emitted when a spawnable scene or custom spawn was spawned by the multiplayer authority. Only called on puppets.
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</description>
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</signal>
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</signals>
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</class>
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