godot/modules/multiplayer/doc_classes/MultiplayerSpawner.xml
Rémi Verschelde 1c1524a651
Bump version to 4.1-dev
Can't stop, won't stop, they said, huh?
2023-03-01 01:44:37 +01:00

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="MultiplayerSpawner" inherits="Node" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
<brief_description>
Automatically replicates spawnable nodes from the authority to other multiplayer peers.
</brief_description>
<description>
Spawnable scenes can be configured in the editor or through code (see [method add_spawnable_scene]).
Also supports custom node spawns through [method spawn], calling [member spawn_function] on all peers.
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.
</description>
<tutorials>
</tutorials>
<methods>
<method name="add_spawnable_scene">
<return type="void" />
<param index="0" name="path" type="String" />
<description>
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].
</description>
</method>
<method name="clear_spawnable_scenes">
<return type="void" />
<description>
Clears all spawnable scenes. Does not despawn existing instances on remote peers.
</description>
</method>
<method name="get_spawnable_scene" qualifiers="const">
<return type="String" />
<param index="0" name="index" type="int" />
<description>
Returns the spawnable scene path by index.
</description>
</method>
<method name="get_spawnable_scene_count" qualifiers="const">
<return type="int" />
<description>
Returns the count of spawnable scene paths.
</description>
</method>
<method name="spawn">
<return type="Node" />
<param index="0" name="data" type="Variant" default="null" />
<description>
Requests a custom spawn, with [code]data[/code] 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].
[b]Note:[/b] Spawnable scenes are spawned automatically. [method spawn] is only needed for custom spawns.
</description>
</method>
</methods>
<members>
<member name="spawn_function" type="Callable" setter="set_spawn_function" getter="get_spawn_function">
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.
[b]Note:[/b] The returned node should [b]not[/b] be added to the scene with [method Node.add_child]. This is done automatically.
</member>
<member name="spawn_limit" type="int" setter="set_spawn_limit" getter="get_spawn_limit" default="0">
Maximum nodes that is allowed to be spawned by this spawner. Includes both spawnable scenes and custom spawns.
When set to [code]0[/code] (the default), there is no limit.
</member>
<member name="spawn_path" type="NodePath" setter="set_spawn_path" getter="get_spawn_path" default="NodePath(&quot;&quot;)">
Path to the spawn root. Spawnable scenes that are added as direct children are replicated to other peers.
</member>
</members>
<signals>
<signal name="despawned">
<param index="0" name="node" type="Node" />
<description>
Emitted when a spawnable scene or custom spawn was despawned by the multiplayer authority. Only called on puppets.
</description>
</signal>
<signal name="spawned">
<param index="0" name="node" type="Node" />
<description>
Emitted when a spawnable scene or custom spawn was spawned by the multiplayer authority. Only called on puppets.
</description>
</signal>
</signals>
</class>