Struct gdnative_bindings::SceneTreeTween
source · pub struct SceneTreeTween { /* private fields */ }
Expand description
core class SceneTreeTween
inherits Reference
(reference-counted).
This class has related types in the scene_tree_tween
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
SceneTreeTween 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 SceneTreeTween
impl SceneTreeTween
Constants
pub const TWEEN_PAUSE_BOUND: i64 = 0i64
pub const TWEEN_PAUSE_STOP: i64 = 1i64
pub const TWEEN_PAUSE_PROCESS: i64 = 2i64
source§impl SceneTreeTween
impl SceneTreeTween
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 bind_node(
&self,
node: impl AsArg<Node>
) -> Option<Ref<SceneTreeTween, Shared>>
pub fn bind_node(
&self,
node: impl AsArg<Node>
) -> Option<Ref<SceneTreeTween, Shared>>
Binds this SceneTreeTween
with the given node
. SceneTreeTween
s are processed directly by the SceneTree
, so they run independently of the animated nodes. When you bind a Node
with the SceneTreeTween
, the SceneTreeTween
will halt the animation when the object is not inside tree and the SceneTreeTween
will be automatically killed when the bound object is freed. Also TWEEN_PAUSE_BOUND
will make the pausing behavior dependent on the bound node.
For a shorter way to create and bind a SceneTreeTween
, you can use Node.create_tween
.
sourcepub fn chain(&self) -> Option<Ref<SceneTreeTween, Shared>>
pub fn chain(&self) -> Option<Ref<SceneTreeTween, Shared>>
Sample code is GDScript unless otherwise noted.
Used to chain two Tweener
s after set_parallel
is called with true
.
var tween = create_tween().set_parallel(true)
tween.tween_property(...)
tween.tween_property(...) # Will run parallelly with above.
tween.chain().tween_property(...) # Will run after two above are finished.
sourcepub fn custom_step(&self, delta: f64) -> bool
pub fn custom_step(&self, delta: f64) -> bool
Processes the SceneTreeTween
by the given delta
value, in seconds. This is mostly useful for manual control when the SceneTreeTween
is paused. It can also be used to end the SceneTreeTween
animation immediately, by setting delta
longer than the whole duration of the SceneTreeTween
animation.
Returns true
if the SceneTreeTween
still has Tweener
s that haven’t finished.
Note: The SceneTreeTween
will become invalid in the next processing frame after its animation finishes. Calling stop
after performing custom_step
instead keeps and resets the SceneTreeTween
.
sourcepub fn get_total_elapsed_time(&self) -> f64
pub fn get_total_elapsed_time(&self) -> f64
Returns the total time in seconds the SceneTreeTween
has been animating (i.e. the time since it started, not counting pauses etc.). The time is affected by set_speed_scale
, and stop
will reset it to 0
.
Note: As it results from accumulating frame deltas, the time returned after the SceneTreeTween
has finished animating will be slightly greater than the actual SceneTreeTween
duration.
sourcepub fn interpolate_value(
&self,
initial_value: impl OwnedToVariant,
delta_value: impl OwnedToVariant,
elapsed_time: f64,
duration: f64,
trans_type: i64,
ease_type: i64
) -> Variant
pub fn interpolate_value(
&self,
initial_value: impl OwnedToVariant,
delta_value: impl OwnedToVariant,
elapsed_time: f64,
duration: f64,
trans_type: i64,
ease_type: i64
) -> Variant
This method can be used for manual interpolation of a value, when you don’t want SceneTreeTween
to do animating for you. It’s similar to [method @GDScript.lerp], but with support for custom transition and easing.
initial_value
is the starting value of the interpolation.
delta_value
is the change of the value in the interpolation, i.e. it’s equal to final_value - initial_value
.
elapsed_time
is the time in seconds that passed after the interpolation started and it’s used to control the position of the interpolation. E.g. when it’s equal to half of the duration
, the interpolated value will be halfway between initial and final values. This value can also be greater than duration
or lower than 0, which will extrapolate the value.
duration
is the total time of the interpolation.
Note: If duration
is equal to 0
, the method will always return the final value, regardless of elapsed_time
provided.
sourcepub fn is_running(&self) -> bool
pub fn is_running(&self) -> bool
Returns whether the SceneTreeTween
is currently running, i.e. it wasn’t paused and it’s not finished.
sourcepub fn is_valid(&self) -> bool
pub fn is_valid(&self) -> bool
Returns whether the SceneTreeTween
is valid. A valid SceneTreeTween
is a SceneTreeTween
contained by the scene tree (i.e. the array from SceneTree.get_processed_tweens
will contain this SceneTreeTween
). A SceneTreeTween
might become invalid when it has finished tweening, is killed, or when created with SceneTreeTween.new()
. Invalid SceneTreeTween
s can’t have Tweener
s appended. You can however still use interpolate_value
.
sourcepub fn kill(&self)
pub fn kill(&self)
Aborts all tweening operations and invalidates the SceneTreeTween
.
sourcepub fn parallel(&self) -> Option<Ref<SceneTreeTween, Shared>>
pub fn parallel(&self) -> Option<Ref<SceneTreeTween, Shared>>
Sample code is GDScript unless otherwise noted.
Makes the next Tweener
run parallelly to the previous one. Example:
var tween = create_tween()
tween.tween_property(...)
tween.parallel().tween_property(...)
tween.parallel().tween_property(...)
All Tweener
s in the example will run at the same time.
You can make the SceneTreeTween
parallel by default by using set_parallel
.
sourcepub fn play(&self)
pub fn play(&self)
Resumes a paused or stopped SceneTreeTween
.
sourcepub fn set_ease(&self, ease: i64) -> Option<Ref<SceneTreeTween, Shared>>
pub fn set_ease(&self, ease: i64) -> Option<Ref<SceneTreeTween, Shared>>
Sets the default ease type for PropertyTweener
s and MethodTweener
s animated by this SceneTreeTween
.
sourcepub fn set_loops(&self, loops: i64) -> Option<Ref<SceneTreeTween, Shared>>
pub fn set_loops(&self, loops: i64) -> Option<Ref<SceneTreeTween, Shared>>
Sets the number of times the tweening sequence will be repeated, i.e. set_loops(2)
will run the animation twice.
Calling this method without arguments will make the SceneTreeTween
run infinitely, until either it is killed with kill
, the SceneTreeTween
’s bound node is freed, or all the animated objects have been freed (which makes further animation impossible).
Warning: Make sure to always add some duration/delay when using infinite loops. To prevent the game freezing, 0-duration looped animations (e.g. a single CallbackTweener
with no delay) are stopped after a small number of loops, which may produce unexpected results. If a SceneTreeTween
’s lifetime depends on some node, always use bind_node
.
Default Arguments
loops
-0
sourcepub fn set_parallel(&self, parallel: bool) -> Option<Ref<SceneTreeTween, Shared>>
pub fn set_parallel(&self, parallel: bool) -> Option<Ref<SceneTreeTween, Shared>>
If parallel
is true
, the Tweener
s appended after this method will by default run simultaneously, as opposed to sequentially.
Default Arguments
parallel
-true
sourcepub fn set_pause_mode(&self, mode: i64) -> Option<Ref<SceneTreeTween, Shared>>
pub fn set_pause_mode(&self, mode: i64) -> Option<Ref<SceneTreeTween, Shared>>
Determines the behavior of the SceneTreeTween
when the SceneTree
is paused. Check TweenPauseMode
for options.
Default value is TWEEN_PAUSE_BOUND
.
sourcepub fn set_process_mode(&self, mode: i64) -> Option<Ref<SceneTreeTween, Shared>>
pub fn set_process_mode(&self, mode: i64) -> Option<Ref<SceneTreeTween, Shared>>
Determines whether the SceneTreeTween
should run during idle frame (see [Node._process
][Node::_process]) or physics frame (see [Node._physics_process
][Node::_physics_process].
Default value is Tween.TWEEN_PROCESS_IDLE
.
sourcepub fn set_speed_scale(&self, speed: f64) -> Option<Ref<SceneTreeTween, Shared>>
pub fn set_speed_scale(&self, speed: f64) -> Option<Ref<SceneTreeTween, Shared>>
Scales the speed of tweening. This affects all Tweener
s and their delays.
sourcepub fn set_trans(&self, trans: i64) -> Option<Ref<SceneTreeTween, Shared>>
pub fn set_trans(&self, trans: i64) -> Option<Ref<SceneTreeTween, Shared>>
Sets the default transition type for PropertyTweener
s and MethodTweener
s animated by this SceneTreeTween
.
sourcepub fn stop(&self)
pub fn stop(&self)
Stops the tweening and resets the SceneTreeTween
to its initial state. This will not remove any appended Tweener
s.
sourcepub fn tween_callback(
&self,
object: impl AsArg<Object>,
method: impl Into<GodotString>,
binds: VariantArray
) -> Option<Ref<CallbackTweener, Shared>>
pub fn tween_callback(
&self,
object: impl AsArg<Object>,
method: impl Into<GodotString>,
binds: VariantArray
) -> Option<Ref<CallbackTweener, Shared>>
Sample code is GDScript unless otherwise noted.
Creates and appends a CallbackTweener
. This method can be used to call an arbitrary method in any object. Use binds
to bind additional arguments for the call.
Example: object that keeps shooting every 1 second.
var tween = get_tree().create_tween().set_loops()
tween.tween_callback(self, "shoot").set_delay(1)
Example: turning a sprite red and then blue, with 2 second delay.
var tween = get_tree().create_tween()
tween.tween_callback($Sprite, "set_modulate", [Color.red]).set_delay(2)
tween.tween_callback($Sprite, "set_modulate", [Color.blue]).set_delay(2)
Default Arguments
binds
-[ ]
sourcepub fn tween_interval(&self, time: f64) -> Option<Ref<IntervalTweener, Shared>>
pub fn tween_interval(&self, time: f64) -> Option<Ref<IntervalTweener, Shared>>
Sample code is GDScript unless otherwise noted.
Creates and appends an IntervalTweener
. This method can be used to create delays in the tween animation, as an alternative to using the delay in other Tweener
s, or when there’s no animation (in which case the SceneTreeTween
acts as a timer). time
is the length of the interval, in seconds.
Example: creating an interval in code execution.
# ... some code
yield(create_tween().tween_interval(2), "finished")
# ... more code
Example: creating an object that moves back and forth and jumps every few seconds.
var tween = create_tween().set_loops()
tween.tween_property($Sprite, "position:x", 200.0, 1).as_relative()
tween.tween_callback(self, "jump")
tween.tween_interval(2)
tween.tween_property($Sprite, "position:x", -200.0, 1).as_relative()
tween.tween_callback(self, "jump")
tween.tween_interval(2)
sourcepub fn tween_method(
&self,
object: impl AsArg<Object>,
method: impl Into<GodotString>,
from: impl OwnedToVariant,
to: impl OwnedToVariant,
duration: f64,
binds: VariantArray
) -> Option<Ref<MethodTweener, Shared>>
pub fn tween_method(
&self,
object: impl AsArg<Object>,
method: impl Into<GodotString>,
from: impl OwnedToVariant,
to: impl OwnedToVariant,
duration: f64,
binds: VariantArray
) -> Option<Ref<MethodTweener, Shared>>
Sample code is GDScript unless otherwise noted.
Creates and appends a MethodTweener
. This method is similar to a combination of tween_callback
and tween_property
. It calls a method over time with a tweened value provided as an argument. The value is tweened between from
and to
over the time specified by duration
, in seconds. Use binds
to bind additional arguments for the call. You can use MethodTweener.set_ease
and MethodTweener.set_trans
to tweak the easing and transition of the value or MethodTweener.set_delay
to delay the tweening.
Example: making a 3D object look from one point to another point.
var tween = create_tween()
tween.tween_method(self, "look_at", Vector3(-1, 0, -1), Vector3(1, 0, -1), 1, [Vector3.UP]) # The look_at() method takes up vector as second argument.
Example: setting a text of a Label
, using an intermediate method and after a delay.
func _ready():
var tween = create_tween()
tween.tween_method(self, "set_label_text", 0, 10, 1).set_delay(1)
func set_label_text(value: int):
$Label.text = "Counting " + str(value)
Default Arguments
binds
-[ ]
sourcepub fn tween_property(
&self,
object: impl AsArg<Object>,
property: impl Into<NodePath>,
final_val: impl OwnedToVariant,
duration: f64
) -> Option<Ref<PropertyTweener, Shared>>
pub fn tween_property(
&self,
object: impl AsArg<Object>,
property: impl Into<NodePath>,
final_val: impl OwnedToVariant,
duration: f64
) -> Option<Ref<PropertyTweener, Shared>>
Sample code is GDScript unless otherwise noted.
Creates and appends a PropertyTweener
. This method tweens a property
of an object
between an initial value and final_val
in a span of time equal to duration
, in seconds. The initial value by default is the property’s value at the time the tweening of the PropertyTweener
starts. For example:
var tween = create_tween()
tween.tween_property($Sprite, "position", Vector2(100, 200), 1)
tween.tween_property($Sprite, "position", Vector2(200, 300), 1)
will move the sprite to position (100, 200) and then to (200, 300). If you use PropertyTweener.from
or PropertyTweener.from_current
, the starting position will be overwritten by the given value instead. See other methods in PropertyTweener
to see how the tweening can be tweaked further.
Note: You can find the correct property name by hovering over the property in the Inspector. You can also provide the components of a property directly by using "property:component"
(eg. position:x
), where it would only apply to that particular component.
Example: moving object twice from the same position, with different transition types.
var tween = create_tween()
tween.tween_property($Sprite, "position", Vector2.RIGHT * 300, 1).as_relative().set_trans(Tween.TRANS_SINE)
tween.tween_property($Sprite, "position", Vector2.RIGHT * 300, 1).as_relative().from_current().set_trans(Tween.TRANS_EXPO)
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 Debug for SceneTreeTween
impl Debug for SceneTreeTween
source§impl Deref for SceneTreeTween
impl Deref for SceneTreeTween
source§impl DerefMut for SceneTreeTween
impl DerefMut for SceneTreeTween
source§impl GodotObject for SceneTreeTween
impl GodotObject for SceneTreeTween
§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.