Struct gdnative_bindings::Animation
source · pub struct Animation { /* private fields */ }
Expand description
core class Animation
inherits Resource
(reference-counted).
This class has related types in the animation
module.
Official documentation
See the documentation of this class in the Godot engine’s official documentation. The method descriptions are generated from it and typically contain code samples in GDScript, not Rust.
Memory management
The lifetime of this object is automatically managed through reference counting.
Class hierarchy
Animation inherits methods from:
Safety
All types in the Godot API have interior mutability in Rust parlance.
To enforce that the official thread-safety guidelines are
followed, the typestate pattern is used in the Ref
and TRef
smart pointers,
and the Instance
API. The typestate Ownership
in these types tracks whether
ownership is unique, shared, or exclusive to the current thread. For more information,
see the type-level documentation on Ref
.
Implementations§
source§impl Animation
impl Animation
Constants
pub const INTERPOLATION_NEAREST: i64 = 0i64
pub const TYPE_VALUE: i64 = 0i64
pub const UPDATE_CONTINUOUS: i64 = 0i64
pub const INTERPOLATION_LINEAR: i64 = 1i64
pub const TYPE_TRANSFORM: i64 = 1i64
pub const UPDATE_DISCRETE: i64 = 1i64
pub const INTERPOLATION_CUBIC: i64 = 2i64
pub const TYPE_METHOD: i64 = 2i64
pub const UPDATE_TRIGGER: i64 = 2i64
pub const TYPE_BEZIER: i64 = 3i64
pub const UPDATE_CAPTURE: i64 = 3i64
pub const TYPE_AUDIO: i64 = 4i64
pub const TYPE_ANIMATION: i64 = 5i64
source§impl Animation
impl Animation
sourcepub fn new() -> Ref<Self, Unique>
pub fn new() -> Ref<Self, Unique>
Creates a new instance of this object.
This is a reference-counted type. The returned object is automatically managed
by Ref
.
sourcepub fn animation_track_get_key_animation(
&self,
track_idx: i64,
key_idx: i64
) -> GodotString
pub fn animation_track_get_key_animation(
&self,
track_idx: i64,
key_idx: i64
) -> GodotString
Returns the animation name at the key identified by key_idx
. The track_idx
must be the index of an Animation Track.
sourcepub fn animation_track_insert_key(
&self,
track_idx: i64,
time: f64,
animation: impl Into<GodotString>
) -> i64
pub fn animation_track_insert_key(
&self,
track_idx: i64,
time: f64,
animation: impl Into<GodotString>
) -> i64
Inserts a key with value animation
at the given time
(in seconds). The track_idx
must be the index of an Animation Track.
sourcepub fn animation_track_set_key_animation(
&self,
track_idx: i64,
key_idx: i64,
animation: impl Into<GodotString>
)
pub fn animation_track_set_key_animation(
&self,
track_idx: i64,
key_idx: i64,
animation: impl Into<GodotString>
)
Sets the key identified by key_idx
to value animation
. The track_idx
must be the index of an Animation Track.
sourcepub fn audio_track_get_key_end_offset(&self, track_idx: i64, key_idx: i64) -> f64
pub fn audio_track_get_key_end_offset(&self, track_idx: i64, key_idx: i64) -> f64
Returns the end offset of the key identified by key_idx
. The track_idx
must be the index of an Audio Track.
End offset is the number of seconds cut off at the ending of the audio stream.
sourcepub fn audio_track_get_key_start_offset(
&self,
track_idx: i64,
key_idx: i64
) -> f64
pub fn audio_track_get_key_start_offset(
&self,
track_idx: i64,
key_idx: i64
) -> f64
Returns the start offset of the key identified by key_idx
. The track_idx
must be the index of an Audio Track.
Start offset is the number of seconds cut off at the beginning of the audio stream.
sourcepub fn audio_track_get_key_stream(
&self,
track_idx: i64,
key_idx: i64
) -> Option<Ref<Resource, Shared>>
pub fn audio_track_get_key_stream(
&self,
track_idx: i64,
key_idx: i64
) -> Option<Ref<Resource, Shared>>
Returns the audio stream of the key identified by key_idx
. The track_idx
must be the index of an Audio Track.
sourcepub fn audio_track_insert_key(
&self,
track_idx: i64,
time: f64,
stream: impl AsArg<Resource>,
start_offset: f64,
end_offset: f64
) -> i64
pub fn audio_track_insert_key(
&self,
track_idx: i64,
time: f64,
stream: impl AsArg<Resource>,
start_offset: f64,
end_offset: f64
) -> i64
Inserts an Audio Track key at the given time
in seconds. The track_idx
must be the index of an Audio Track.
stream
is the AudioStream
resource to play. start_offset
is the number of seconds cut off at the beginning of the audio stream, while end_offset
is at the ending.
Default Arguments
start_offset
-0
end_offset
-0
sourcepub fn audio_track_set_key_end_offset(
&self,
track_idx: i64,
key_idx: i64,
offset: f64
)
pub fn audio_track_set_key_end_offset(
&self,
track_idx: i64,
key_idx: i64,
offset: f64
)
Sets the end offset of the key identified by key_idx
to value offset
. The track_idx
must be the index of an Audio Track.
sourcepub fn audio_track_set_key_start_offset(
&self,
track_idx: i64,
key_idx: i64,
offset: f64
)
pub fn audio_track_set_key_start_offset(
&self,
track_idx: i64,
key_idx: i64,
offset: f64
)
Sets the start offset of the key identified by key_idx
to value offset
. The track_idx
must be the index of an Audio Track.
sourcepub fn audio_track_set_key_stream(
&self,
track_idx: i64,
key_idx: i64,
stream: impl AsArg<Resource>
)
pub fn audio_track_set_key_stream(
&self,
track_idx: i64,
key_idx: i64,
stream: impl AsArg<Resource>
)
Sets the stream of the key identified by key_idx
to value stream
. The track_idx
must be the index of an Audio Track.
sourcepub fn bezier_track_get_key_in_handle(
&self,
track_idx: i64,
key_idx: i64
) -> Vector2
pub fn bezier_track_get_key_in_handle(
&self,
track_idx: i64,
key_idx: i64
) -> Vector2
Returns the in handle of the key identified by key_idx
. The track_idx
must be the index of a Bezier Track.
sourcepub fn bezier_track_get_key_out_handle(
&self,
track_idx: i64,
key_idx: i64
) -> Vector2
pub fn bezier_track_get_key_out_handle(
&self,
track_idx: i64,
key_idx: i64
) -> Vector2
Returns the out handle of the key identified by key_idx
. The track_idx
must be the index of a Bezier Track.
sourcepub fn bezier_track_get_key_value(&self, track_idx: i64, key_idx: i64) -> f64
pub fn bezier_track_get_key_value(&self, track_idx: i64, key_idx: i64) -> f64
Returns the value of the key identified by key_idx
. The track_idx
must be the index of a Bezier Track.
sourcepub fn bezier_track_insert_key(
&self,
track_idx: i64,
time: f64,
value: f64,
in_handle: Vector2,
out_handle: Vector2
) -> i64
pub fn bezier_track_insert_key(
&self,
track_idx: i64,
time: f64,
value: f64,
in_handle: Vector2,
out_handle: Vector2
) -> i64
Inserts a Bezier Track key at the given time
in seconds. The track_idx
must be the index of a Bezier Track.
in_handle
is the left-side weight of the added Bezier curve point, out_handle
is the right-side one, while value
is the actual value at this point.
Default Arguments
in_handle
-Vector2( 0, 0 )
out_handle
-Vector2( 0, 0 )
sourcepub fn bezier_track_interpolate(&self, track_idx: i64, time: f64) -> f64
pub fn bezier_track_interpolate(&self, track_idx: i64, time: f64) -> f64
Returns the interpolated value at the given time
(in seconds). The track_idx
must be the index of a Bezier Track.
sourcepub fn bezier_track_set_key_in_handle(
&self,
track_idx: i64,
key_idx: i64,
in_handle: Vector2
)
pub fn bezier_track_set_key_in_handle(
&self,
track_idx: i64,
key_idx: i64,
in_handle: Vector2
)
Sets the in handle of the key identified by key_idx
to value in_handle
. The track_idx
must be the index of a Bezier Track.
sourcepub fn bezier_track_set_key_out_handle(
&self,
track_idx: i64,
key_idx: i64,
out_handle: Vector2
)
pub fn bezier_track_set_key_out_handle(
&self,
track_idx: i64,
key_idx: i64,
out_handle: Vector2
)
Sets the out handle of the key identified by key_idx
to value out_handle
. The track_idx
must be the index of a Bezier Track.
sourcepub fn bezier_track_set_key_value(&self, track_idx: i64, key_idx: i64, value: f64)
pub fn bezier_track_set_key_value(&self, track_idx: i64, key_idx: i64, value: f64)
Sets the value of the key identified by key_idx
to the given value. The track_idx
must be the index of a Bezier Track.
sourcepub fn copy_track(&self, track_idx: i64, to_animation: impl AsArg<Animation>)
pub fn copy_track(&self, track_idx: i64, to_animation: impl AsArg<Animation>)
Adds a new track that is a copy of the given track from to_animation
.
sourcepub fn find_track(&self, path: impl Into<NodePath>) -> i64
pub fn find_track(&self, path: impl Into<NodePath>) -> i64
Returns the index of the specified track. If the track is not found, return -1.
sourcepub fn length(&self) -> f64
pub fn length(&self) -> f64
The total length of the animation (in seconds). Note: Length is not delimited by the last key, as this one may be before or after the end to ensure correct interpolation and looping.
sourcepub fn get_track_count(&self) -> i64
pub fn get_track_count(&self) -> i64
Returns the amount of tracks in the animation.
sourcepub fn has_loop(&self) -> bool
pub fn has_loop(&self) -> bool
A flag indicating that the animation must loop. This is used for correct interpolation of animation cycles, and for hinting the player that it must restart the animation.
sourcepub fn method_track_get_key_indices(
&self,
track_idx: i64,
time_sec: f64,
delta: f64
) -> PoolArray<i32>
pub fn method_track_get_key_indices(
&self,
track_idx: i64,
time_sec: f64,
delta: f64
) -> PoolArray<i32>
Returns all the key indices of a method track, given a position and delta time.
sourcepub fn method_track_get_name(&self, track_idx: i64, key_idx: i64) -> GodotString
pub fn method_track_get_name(&self, track_idx: i64, key_idx: i64) -> GodotString
Returns the method name of a method track.
sourcepub fn method_track_get_params(
&self,
track_idx: i64,
key_idx: i64
) -> VariantArray
pub fn method_track_get_params(
&self,
track_idx: i64,
key_idx: i64
) -> VariantArray
Returns the arguments values to be called on a method track for a given key in a given track.
sourcepub fn remove_track(&self, track_idx: i64)
pub fn remove_track(&self, track_idx: i64)
Removes a track by specifying the track index.
sourcepub fn set_length(&self, time_sec: f64)
pub fn set_length(&self, time_sec: f64)
The total length of the animation (in seconds). Note: Length is not delimited by the last key, as this one may be before or after the end to ensure correct interpolation and looping.
sourcepub fn set_loop(&self, enabled: bool)
pub fn set_loop(&self, enabled: bool)
A flag indicating that the animation must loop. This is used for correct interpolation of animation cycles, and for hinting the player that it must restart the animation.
sourcepub fn track_find_key(&self, track_idx: i64, time: f64, exact: bool) -> i64
pub fn track_find_key(&self, track_idx: i64, time: f64, exact: bool) -> i64
Finds the key index by time in a given track. Optionally, only find it if the exact time is given.
Default Arguments
exact
-false
sourcepub fn track_get_interpolation_loop_wrap(&self, track_idx: i64) -> bool
pub fn track_get_interpolation_loop_wrap(&self, track_idx: i64) -> bool
Returns true
if the track at idx
wraps the interpolation loop. New tracks wrap the interpolation loop by default.
sourcepub fn track_get_interpolation_type(&self, track_idx: i64) -> InterpolationType
pub fn track_get_interpolation_type(&self, track_idx: i64) -> InterpolationType
Returns the interpolation type of a given track.
sourcepub fn track_get_key_count(&self, track_idx: i64) -> i64
pub fn track_get_key_count(&self, track_idx: i64) -> i64
Returns the amount of keys in a given track.
sourcepub fn track_get_key_time(&self, track_idx: i64, key_idx: i64) -> f64
pub fn track_get_key_time(&self, track_idx: i64, key_idx: i64) -> f64
Returns the time at which the key is located.
sourcepub fn track_get_key_transition(&self, track_idx: i64, key_idx: i64) -> f64
pub fn track_get_key_transition(&self, track_idx: i64, key_idx: i64) -> f64
Returns the transition curve (easing) for a specific key (see the built-in math function [method @GDScript.ease]).
sourcepub fn track_get_key_value(&self, track_idx: i64, key_idx: i64) -> Variant
pub fn track_get_key_value(&self, track_idx: i64, key_idx: i64) -> Variant
Returns the value of a given key in a given track.
sourcepub fn track_get_path(&self, track_idx: i64) -> NodePath
pub fn track_get_path(&self, track_idx: i64) -> NodePath
Gets the path of a track. For more information on the path format, see track_set_path
.
sourcepub fn track_get_type(&self, track_idx: i64) -> TrackType
pub fn track_get_type(&self, track_idx: i64) -> TrackType
Gets the type of a track.
sourcepub fn track_insert_key(
&self,
track_idx: i64,
time: f64,
key: impl OwnedToVariant,
transition: f64
)
pub fn track_insert_key(
&self,
track_idx: i64,
time: f64,
key: impl OwnedToVariant,
transition: f64
)
sourcepub fn track_is_enabled(&self, track_idx: i64) -> bool
pub fn track_is_enabled(&self, track_idx: i64) -> bool
Returns true
if the track at index idx
is enabled.
sourcepub fn track_is_imported(&self, track_idx: i64) -> bool
pub fn track_is_imported(&self, track_idx: i64) -> bool
Returns true
if the given track is imported. Else, return false
.
sourcepub fn track_move_down(&self, track_idx: i64)
pub fn track_move_down(&self, track_idx: i64)
Moves a track down.
sourcepub fn track_move_to(&self, track_idx: i64, to_idx: i64)
pub fn track_move_to(&self, track_idx: i64, to_idx: i64)
Changes the index position of track idx
to the one defined in to_idx
.
sourcepub fn track_move_up(&self, track_idx: i64)
pub fn track_move_up(&self, track_idx: i64)
Moves a track up.
sourcepub fn track_remove_key(&self, track_idx: i64, key_idx: i64)
pub fn track_remove_key(&self, track_idx: i64, key_idx: i64)
Removes a key by index in a given track.
sourcepub fn track_remove_key_at_position(&self, track_idx: i64, position: f64)
pub fn track_remove_key_at_position(&self, track_idx: i64, position: f64)
Removes a key by position (seconds) in a given track.
sourcepub fn track_set_enabled(&self, track_idx: i64, enabled: bool)
pub fn track_set_enabled(&self, track_idx: i64, enabled: bool)
Enables/disables the given track. Tracks are enabled by default.
sourcepub fn track_set_imported(&self, track_idx: i64, imported: bool)
pub fn track_set_imported(&self, track_idx: i64, imported: bool)
Sets the given track as imported or not.
sourcepub fn track_set_interpolation_loop_wrap(
&self,
track_idx: i64,
interpolation: bool
)
pub fn track_set_interpolation_loop_wrap(
&self,
track_idx: i64,
interpolation: bool
)
If true
, the track at idx
wraps the interpolation loop.
sourcepub fn track_set_interpolation_type(&self, track_idx: i64, interpolation: i64)
pub fn track_set_interpolation_type(&self, track_idx: i64, interpolation: i64)
Sets the interpolation type of a given track.
sourcepub fn track_set_key_time(&self, track_idx: i64, key_idx: i64, time: f64)
pub fn track_set_key_time(&self, track_idx: i64, key_idx: i64, time: f64)
Sets the time of an existing key.
sourcepub fn track_set_key_transition(
&self,
track_idx: i64,
key_idx: i64,
transition: f64
)
pub fn track_set_key_transition(
&self,
track_idx: i64,
key_idx: i64,
transition: f64
)
Sets the transition curve (easing) for a specific key (see the built-in math function [method @GDScript.ease]).
sourcepub fn track_set_key_value(
&self,
track_idx: i64,
key: i64,
value: impl OwnedToVariant
)
pub fn track_set_key_value(
&self,
track_idx: i64,
key: i64,
value: impl OwnedToVariant
)
Sets the value of an existing key.
sourcepub fn track_set_path(&self, track_idx: i64, path: impl Into<NodePath>)
pub fn track_set_path(&self, track_idx: i64, path: impl Into<NodePath>)
Sets the path of a track. Paths must be valid scene-tree paths to a node and must be specified starting from the parent node of the node that will reproduce the animation. Tracks that control properties or bones must append their name after the path, separated by ":"
.
For example, "character/skeleton:ankle"
or "character/mesh:transform/local"
.
sourcepub fn track_swap(&self, track_idx: i64, with_idx: i64)
pub fn track_swap(&self, track_idx: i64, with_idx: i64)
Swaps the track idx
’s index position with the track with_idx
.
sourcepub fn transform_track_insert_key(
&self,
track_idx: i64,
time: f64,
location: Vector3,
rotation: Quat,
scale: Vector3
) -> i64
pub fn transform_track_insert_key(
&self,
track_idx: i64,
time: f64,
location: Vector3,
rotation: Quat,
scale: Vector3
) -> i64
Insert a transform key for a transform track.
sourcepub fn transform_track_interpolate(
&self,
track_idx: i64,
time_sec: f64
) -> VariantArray
pub fn transform_track_interpolate(
&self,
track_idx: i64,
time_sec: f64
) -> VariantArray
sourcepub fn value_track_get_key_indices(
&self,
track_idx: i64,
time_sec: f64,
delta: f64
) -> PoolArray<i32>
pub fn value_track_get_key_indices(
&self,
track_idx: i64,
time_sec: f64,
delta: f64
) -> PoolArray<i32>
Returns all the key indices of a value track, given a position and delta time.
sourcepub fn value_track_get_update_mode(&self, track_idx: i64) -> UpdateMode
pub fn value_track_get_update_mode(&self, track_idx: i64) -> UpdateMode
Returns the update mode of a value track.
sourcepub fn value_track_interpolate(&self, track_idx: i64, time_sec: f64) -> Variant
pub fn value_track_interpolate(&self, track_idx: i64, time_sec: f64) -> Variant
Returns the interpolated value at the given time (in seconds). The track_idx
must be the index of a value track.
sourcepub fn value_track_set_update_mode(&self, track_idx: i64, mode: i64)
pub fn value_track_set_update_mode(&self, track_idx: i64, mode: i64)
Sets the update mode (see UpdateMode
) of a value track.
Methods from Deref<Target = Resource>§
sourcepub fn duplicate(&self, subresources: bool) -> Option<Ref<Resource, Shared>>
pub fn duplicate(&self, subresources: bool) -> Option<Ref<Resource, Shared>>
Duplicates the resource, returning a new resource with the exported members copied. Note: To duplicate the resource the constructor is called without arguments. This method will error when the constructor doesn’t have default values.
By default, sub-resources are shared between resource copies for efficiency. This can be changed by passing true
to the subresources
argument which will copy the subresources.
Note: If subresources
is true
, this method will only perform a shallow copy. Nested resources within subresources will not be duplicated and will still be shared.
Note: When duplicating a resource, only export
ed properties are copied. Other properties will be set to their default value in the new resource.
Default Arguments
subresources
-false
sourcepub fn emit_changed(&self)
pub fn emit_changed(&self)
Sample code is GDScript unless otherwise noted.
Emits the changed
signal.
If external objects which depend on this resource should be updated, this method must be called manually whenever the state of this resource has changed (such as modification of properties).
The method is equivalent to:
emit_signal("changed")
Note: This method is called automatically for built-in resources.
sourcepub fn get_local_scene(&self) -> Option<Ref<Node, Shared>>
pub fn get_local_scene(&self) -> Option<Ref<Node, Shared>>
If [resource_local_to_scene
][Self::resource_local_to_scene] is enabled and the resource was loaded from a PackedScene
instantiation, returns the local scene where this resource’s unique copy is in use. Otherwise, returns null
.
sourcepub fn name(&self) -> GodotString
pub fn name(&self) -> GodotString
The name of the resource. This is an optional identifier. If [resource_name
][Self::resource_name] is not empty, its value will be displayed to represent the current resource in the editor inspector. For built-in scripts, the [resource_name
][Self::resource_name] will be displayed as the tab name in the script editor.
sourcepub fn path(&self) -> GodotString
pub fn path(&self) -> GodotString
The path to the resource. In case it has its own file, it will return its filepath. If it’s tied to the scene, it will return the scene’s path, followed by the resource’s index.
sourcepub fn is_local_to_scene(&self) -> bool
pub fn is_local_to_scene(&self) -> bool
If true
, the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene.
sourcepub fn set_local_to_scene(&self, enable: bool)
pub fn set_local_to_scene(&self, enable: bool)
If true
, the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene.
sourcepub fn set_name(&self, name: impl Into<GodotString>)
pub fn set_name(&self, name: impl Into<GodotString>)
The name of the resource. This is an optional identifier. If [resource_name
][Self::resource_name] is not empty, its value will be displayed to represent the current resource in the editor inspector. For built-in scripts, the [resource_name
][Self::resource_name] will be displayed as the tab name in the script editor.
sourcepub fn set_path(&self, path: impl Into<GodotString>)
pub fn set_path(&self, path: impl Into<GodotString>)
The path to the resource. In case it has its own file, it will return its filepath. If it’s tied to the scene, it will return the scene’s path, followed by the resource’s index.
sourcepub fn setup_local_to_scene(&self)
pub fn setup_local_to_scene(&self)
This method is called when a resource with [resource_local_to_scene
][Self::resource_local_to_scene] enabled is loaded from a PackedScene
instantiation. Its behavior can be customized by overriding [_setup_local_to_scene
][Self::_setup_local_to_scene] from script.
For most resources, this method performs no base logic. ViewportTexture
performs custom logic to properly set the proxy texture and flags in the local viewport.
sourcepub fn take_over_path(&self, path: impl Into<GodotString>)
pub fn take_over_path(&self, path: impl Into<GodotString>)
Sets the path of the resource, potentially overriding an existing cache entry for this path. This differs from setting [resource_path
][Self::resource_path], as the latter would error out if another resource was already cached for the given path.
Methods from Deref<Target = Object>§
pub const NOTIFICATION_POSTINITIALIZE: i64 = 0i64
pub const CONNECT_DEFERRED: i64 = 1i64
pub const NOTIFICATION_PREDELETE: i64 = 1i64
pub const CONNECT_PERSIST: i64 = 2i64
pub const CONNECT_ONESHOT: i64 = 4i64
pub const CONNECT_REFERENCE_COUNTED: i64 = 8i64
sourcepub fn add_user_signal(
&self,
signal: impl Into<GodotString>,
arguments: VariantArray
)
pub fn add_user_signal(
&self,
signal: impl Into<GodotString>,
arguments: VariantArray
)
Adds a user-defined signal
. Arguments are optional, but can be added as an Array
of dictionaries, each containing name: String
and type: int
(see [enum Variant.Type]) entries.
Default Arguments
arguments
-[ ]
sourcepub unsafe fn call(
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
pub unsafe fn call(
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
Sample code is GDScript unless otherwise noted.
Calls the method
on the object and returns the result. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
call("set", "position", Vector2(42.0, 0.0))
Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).
Safety
This function bypasses Rust’s static type checks (aliasing, thread boundaries, calls to free(), …).
sourcepub unsafe fn call_deferred(
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
pub unsafe fn call_deferred(
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
Sample code is GDScript unless otherwise noted.
Calls the method
on the object during idle time. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
call_deferred("set", "position", Vector2(42.0, 0.0))
Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).
Safety
This function bypasses Rust’s static type checks (aliasing, thread boundaries, calls to free(), …).
sourcepub unsafe fn callv(
&self,
method: impl Into<GodotString>,
arg_array: VariantArray
) -> Variant
pub unsafe fn callv(
&self,
method: impl Into<GodotString>,
arg_array: VariantArray
) -> Variant
Sample code is GDScript unless otherwise noted.
Calls the method
on the object and returns the result. Contrarily to call
, this method does not support a variable number of arguments but expects all parameters to be via a single Array
.
callv("set", [ "position", Vector2(42.0, 0.0) ])
Safety
This function bypasses Rust’s static type checks (aliasing, thread boundaries, calls to free(), …).
sourcepub fn can_translate_messages(&self) -> bool
pub fn can_translate_messages(&self) -> bool
Returns true
if the object can translate strings. See set_message_translation
and tr
.
sourcepub fn connect(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>,
binds: VariantArray,
flags: i64
) -> GodotResult
pub fn connect(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>,
binds: VariantArray,
flags: i64
) -> GodotResult
Sample code is GDScript unless otherwise noted.
Connects a signal
to a method
on a target
object. Pass optional binds
to the call as an Array
of parameters. These parameters will be passed to the method after any parameter used in the call to emit_signal
. Use flags
to set deferred or one-shot connections. See ConnectFlags
constants.
A signal
can only be connected once to a method
. It will print an error if already connected, unless the signal was connected with CONNECT_REFERENCE_COUNTED
. To avoid this, first, use is_connected
to check for existing connections.
If the target
is destroyed in the game’s lifecycle, the connection will be lost.
Examples:
connect("pressed", self, "_on_Button_pressed") # BaseButton signal
connect("text_entered", self, "_on_LineEdit_text_entered") # LineEdit signal
connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # User-defined signal
An example of the relationship between binds
passed to connect
and parameters used when calling emit_signal
:
connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # weapon_type and damage are passed last
emit_signal("hit", "Dark lord", 5) # "Dark lord" and 5 are passed first
func _on_Player_hit(hit_by, level, weapon_type, damage):
print("Hit by %s (lvl %d) with weapon %s for %d damage" % [hit_by, level, weapon_type, damage])
Default Arguments
binds
-[ ]
flags
-0
sourcepub fn disconnect(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>
)
pub fn disconnect(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>
)
Disconnects a signal
from a method
on the given target
.
If you try to disconnect a connection that does not exist, the method will print an error. Use is_connected
to ensure that the connection exists.
sourcepub fn emit_signal(
&self,
signal: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
pub fn emit_signal(
&self,
signal: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
Sample code is GDScript unless otherwise noted.
Emits the given signal
. The signal must exist, so it should be a built-in signal of this class or one of its parent classes, or a user-defined signal. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
emit_signal("hit", weapon_type, damage)
emit_signal("game_over")
sourcepub fn get(&self, property: impl Into<GodotString>) -> Variant
pub fn get(&self, property: impl Into<GodotString>) -> Variant
Returns the Variant
value of the given property
. If the property
doesn’t exist, this will return null
.
Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).
sourcepub fn get_class(&self) -> GodotString
pub fn get_class(&self) -> GodotString
sourcepub fn get_incoming_connections(&self) -> VariantArray
pub fn get_incoming_connections(&self) -> VariantArray
Returns an Array
of dictionaries with information about signals that are connected to the object.
Each Dictionary
contains three String entries:
source
is a reference to the signal emitter.signal_name
is the name of the connected signal.method_name
is the name of the method to which the signal is connected.
sourcepub fn get_indexed(&self, property: impl Into<NodePath>) -> Variant
pub fn get_indexed(&self, property: impl Into<NodePath>) -> Variant
Gets the object’s property indexed by the given NodePath
. The node path should be relative to the current object and can use the colon character (:
) to access nested properties. Examples: "position:x"
or "material:next_pass:blend_mode"
.
Note: Even though the method takes NodePath
argument, it doesn’t support actual paths to Node
s in the scene tree, only colon-separated sub-property paths. For the purpose of nodes, use Node.get_node_and_resource
instead.
sourcepub fn get_instance_id(&self) -> i64
pub fn get_instance_id(&self) -> i64
Returns the object’s unique instance ID.
This ID can be saved in EncodedObjectAsID
, and can be used to retrieve the object instance with [method @GDScript.instance_from_id].
sourcepub fn get_meta(
&self,
name: impl Into<GodotString>,
default: impl OwnedToVariant
) -> Variant
pub fn get_meta(
&self,
name: impl Into<GodotString>,
default: impl OwnedToVariant
) -> Variant
Returns the object’s metadata entry for the given name
.
Throws error if the entry does not exist, unless default
is not null
(in which case the default value will be returned).
Default Arguments
default
-null
sourcepub fn get_meta_list(&self) -> PoolArray<GodotString>
pub fn get_meta_list(&self) -> PoolArray<GodotString>
Returns the object’s metadata as a PoolStringArray
.
sourcepub fn get_method_list(&self) -> VariantArray
pub fn get_method_list(&self) -> VariantArray
Returns the object’s methods and their signatures as an Array
.
sourcepub fn get_property_list(&self) -> VariantArray
pub fn get_property_list(&self) -> VariantArray
Returns the object’s property list as an Array
of dictionaries.
Each property’s Dictionary
contain at least name: String
and type: int
(see [enum Variant.Type]) entries. Optionally, it can also include hint: int
(see [PropertyHint
][PropertyHint]), hint_string: String
, and usage: int
(see [PropertyUsageFlags
][PropertyUsageFlags]).
sourcepub fn get_script(&self) -> Option<Ref<Reference, Shared>>
pub fn get_script(&self) -> Option<Ref<Reference, Shared>>
Returns the object’s Script
instance, or null
if none is assigned.
sourcepub fn get_signal_connection_list(
&self,
signal: impl Into<GodotString>
) -> VariantArray
pub fn get_signal_connection_list(
&self,
signal: impl Into<GodotString>
) -> VariantArray
Returns an Array
of connections for the given signal
.
sourcepub fn get_signal_list(&self) -> VariantArray
pub fn get_signal_list(&self) -> VariantArray
Returns the list of signals as an Array
of dictionaries.
sourcepub fn has_meta(&self, name: impl Into<GodotString>) -> bool
pub fn has_meta(&self, name: impl Into<GodotString>) -> bool
Returns true
if a metadata entry is found with the given name
.
sourcepub fn has_method(&self, method: impl Into<GodotString>) -> bool
pub fn has_method(&self, method: impl Into<GodotString>) -> bool
Returns true
if the object contains the given method
.
sourcepub fn has_signal(&self, signal: impl Into<GodotString>) -> bool
pub fn has_signal(&self, signal: impl Into<GodotString>) -> bool
Returns true
if the given signal
exists.
sourcepub fn has_user_signal(&self, signal: impl Into<GodotString>) -> bool
pub fn has_user_signal(&self, signal: impl Into<GodotString>) -> bool
Returns true
if the given user-defined signal
exists. Only signals added using add_user_signal
are taken into account.
sourcepub fn is_blocking_signals(&self) -> bool
pub fn is_blocking_signals(&self) -> bool
Returns true
if signal emission blocking is enabled.
sourcepub fn is_class(&self, class: impl Into<GodotString>) -> bool
pub fn is_class(&self, class: impl Into<GodotString>) -> bool
sourcepub fn is_connected(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>
) -> bool
pub fn is_connected(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>
) -> bool
Returns true
if a connection exists for a given signal
, target
, and method
.
sourcepub fn is_queued_for_deletion(&self) -> bool
pub fn is_queued_for_deletion(&self) -> bool
Returns true
if the Node.queue_free
method was called for the object.
sourcepub fn notification(&self, what: i64, reversed: bool)
pub fn notification(&self, what: i64, reversed: bool)
Send a given notification to the object, which will also trigger a call to the [_notification
][Self::_notification] method of all classes that the object inherits from.
If reversed
is true
, [_notification
][Self::_notification] is called first on the object’s own class, and then up to its successive parent classes. If reversed
is false
, [_notification
][Self::_notification] is called first on the highest ancestor (Object
itself), and then down to its successive inheriting classes.
Default Arguments
reversed
-false
sourcepub fn property_list_changed_notify(&self)
pub fn property_list_changed_notify(&self)
Notify the editor that the property list has changed, so that editor plugins can take the new values into account. Does nothing on export builds.
sourcepub fn remove_meta(&self, name: impl Into<GodotString>)
pub fn remove_meta(&self, name: impl Into<GodotString>)
Removes a given entry from the object’s metadata. See also set_meta
.
sourcepub fn set(&self, property: impl Into<GodotString>, value: impl OwnedToVariant)
pub fn set(&self, property: impl Into<GodotString>, value: impl OwnedToVariant)
Assigns a new value to the given property. If the property
does not exist or the given value’s type doesn’t match, nothing will happen.
Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).
sourcepub fn set_block_signals(&self, enable: bool)
pub fn set_block_signals(&self, enable: bool)
If set to true
, signal emission is blocked.
sourcepub fn set_deferred(
&self,
property: impl Into<GodotString>,
value: impl OwnedToVariant
)
pub fn set_deferred(
&self,
property: impl Into<GodotString>,
value: impl OwnedToVariant
)
Assigns a new value to the given property, after the current frame’s physics step. This is equivalent to calling set
via call_deferred
, i.e. call_deferred("set", property, value)
.
Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).
sourcepub fn set_indexed(
&self,
property: impl Into<NodePath>,
value: impl OwnedToVariant
)
pub fn set_indexed(
&self,
property: impl Into<NodePath>,
value: impl OwnedToVariant
)
Sample code is GDScript unless otherwise noted.
Assigns a new value to the property identified by the NodePath
. The node path should be relative to the current object and can use the colon character (:
) to access nested properties. Example:
set_indexed("position", Vector2(42, 0))
set_indexed("position:y", -10)
print(position) # (42, -10)
sourcepub fn set_message_translation(&self, enable: bool)
pub fn set_message_translation(&self, enable: bool)
Defines whether the object can translate strings (with calls to tr
). Enabled by default.
sourcepub fn set_meta(&self, name: impl Into<GodotString>, value: impl OwnedToVariant)
pub fn set_meta(&self, name: impl Into<GodotString>, value: impl OwnedToVariant)
Adds, changes or removes a given entry in the object’s metadata. Metadata are serialized and can take any Variant
value.
To remove a given entry from the object’s metadata, use remove_meta
. Metadata is also removed if its value is set to null
. This means you can also use set_meta("name", null)
to remove metadata for "name"
.
sourcepub fn set_script(&self, script: impl AsArg<Reference>)
pub fn set_script(&self, script: impl AsArg<Reference>)
Assigns a script to the object. Each object can have a single script assigned to it, which are used to extend its functionality.
If the object already had a script, the previous script instance will be freed and its variables and state will be lost. The new script’s [_init
][Self::_init] method will be called.
sourcepub fn to_string(&self) -> GodotString
pub fn to_string(&self) -> GodotString
sourcepub fn tr(&self, message: impl Into<GodotString>) -> GodotString
pub fn tr(&self, message: impl Into<GodotString>) -> GodotString
Translates a message using translation catalogs configured in the Project Settings.
Only works if message translation is enabled (which it is by default), otherwise it returns the message
unchanged. See set_message_translation
.
Trait Implementations§
source§impl GodotObject for Animation
impl GodotObject for Animation
§type Memory = RefCounted
type Memory = RefCounted
Ref
smart pointer. See its type-level documentation for more
information.fn class_name() -> &'static str
source§fn null() -> Null<Self>
fn null() -> Null<Self>
Self
as a method argument. This makes type
inference easier for the compiler compared to Option
.source§fn new() -> Ref<Self, Unique>where
Self: Instanciable,
fn new() -> Ref<Self, Unique>where
Self: Instanciable,
Self
using a zero-argument constructor, as a Unique
reference.