godot/modules/visual_script/doc_classes/VisualScriptConstructor.xml

70 lines
1.8 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualScriptConstructor" inherits="VisualScriptNode" category="Core" version="3.0-alpha">
<brief_description>
A Visual Script node which calls a base type constructor.
</brief_description>
<description>
A Visual Script node which calls a base type constructor. It can be used for type conversion as well.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_constructor" qualifiers="const">
<return type="Dictionary">
</return>
<description>
</description>
</method>
<method name="get_constructor_type" qualifiers="const">
<return type="int" enum="Variant.Type">
</return>
<description>
</description>
</method>
<method name="set_constructor">
<return type="void">
</return>
<argument index="0" name="constructor" type="Dictionary">
</argument>
<description>
</description>
</method>
<method name="set_constructor_type">
<return type="void">
</return>
<argument index="0" name="type" type="int" enum="Variant.Type">
</argument>
<description>
</description>
</method>
</methods>
<members>
<member name="constructor" type="Dictionary" setter="set_constructor" getter="get_constructor">
The constructor function's method info. Has roughly the following structure:
[codeblock]
{
name = "string",
args = [{
name = "string"
class_name = "string"
type = TYPE_*
hint = PROPERTY_HINT_*
hint_string = "string"
}]
default_args = [] # Array of variants
flags = METHOD_FLAG_*
id = 0
return = {type = TYPE_*}
}
[/codeblock]
</member>
<member name="type" type="int" setter="set_constructor_type" getter="get_constructor_type" enum="Variant.Type">
The type to be constructed.
</member>
</members>
<constants>
</constants>
</class>