Struct gdnative_bindings::TileSet
source · pub struct TileSet { /* private fields */ }
Expand description
core class TileSet
inherits Resource
(reference-counted).
This class has related types in the tile_set
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
TileSet 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 TileSet
impl TileSet
Constants
pub const BITMASK_2X2: i64 = 0i64
pub const SINGLE_TILE: i64 = 0i64
pub const AUTO_TILE: i64 = 1i64
pub const BIND_TOPLEFT: i64 = 1i64
pub const BITMASK_3X3_MINIMAL: i64 = 1i64
pub const ATLAS_TILE: i64 = 2i64
pub const BIND_TOP: i64 = 2i64
pub const BITMASK_3X3: i64 = 2i64
pub const BIND_TOPRIGHT: i64 = 4i64
pub const BIND_LEFT: i64 = 8i64
pub const BIND_CENTER: i64 = 16i64
pub const BIND_RIGHT: i64 = 32i64
pub const BIND_BOTTOMLEFT: i64 = 64i64
pub const BIND_BOTTOM: i64 = 128i64
pub const BIND_BOTTOMRIGHT: i64 = 256i64
source§impl TileSet
impl TileSet
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 autotile_clear_bitmask_map(&self, id: i64)
pub fn autotile_clear_bitmask_map(&self, id: i64)
Clears all bitmask information of the autotile.
sourcepub fn autotile_get_bitmask(&self, id: i64, coord: Vector2) -> i64
pub fn autotile_get_bitmask(&self, id: i64, coord: Vector2) -> i64
Returns the bitmask of the subtile from an autotile given its coordinates.
The value is the sum of the values in AutotileBindings
present in the subtile (e.g. a value of 5 means the bitmask has bindings in both the top left and top right).
sourcepub fn autotile_get_bitmask_mode(&self, id: i64) -> BitmaskMode
pub fn autotile_get_bitmask_mode(&self, id: i64) -> BitmaskMode
Returns the BitmaskMode
of the autotile.
sourcepub fn autotile_get_icon_coordinate(&self, id: i64) -> Vector2
pub fn autotile_get_icon_coordinate(&self, id: i64) -> Vector2
Returns the subtile that’s being used as an icon in an atlas/autotile given its coordinates. The subtile defined as the icon will be used as a fallback when the atlas/autotile’s bitmask information is incomplete. It will also be used to represent it in the TileSet editor.
sourcepub fn autotile_get_light_occluder(
&self,
id: i64,
coord: Vector2
) -> Option<Ref<OccluderPolygon2D, Shared>>
pub fn autotile_get_light_occluder(
&self,
id: i64,
coord: Vector2
) -> Option<Ref<OccluderPolygon2D, Shared>>
Returns the light occluder of the subtile from an atlas/autotile given its coordinates.
Returns the navigation polygon of the subtile from an atlas/autotile given its coordinates.
sourcepub fn autotile_get_size(&self, id: i64) -> Vector2
pub fn autotile_get_size(&self, id: i64) -> Vector2
Returns the size of the subtiles in an atlas/autotile.
sourcepub fn autotile_get_spacing(&self, id: i64) -> i64
pub fn autotile_get_spacing(&self, id: i64) -> i64
Returns the spacing between subtiles of the atlas/autotile.
sourcepub fn autotile_get_subtile_priority(&self, id: i64, coord: Vector2) -> i64
pub fn autotile_get_subtile_priority(&self, id: i64, coord: Vector2) -> i64
Returns the priority of the subtile from an autotile given its coordinates. When more than one subtile has the same bitmask value, one of them will be picked randomly for drawing. Its priority will define how often it will be picked.
sourcepub fn autotile_get_z_index(&self, id: i64, coord: Vector2) -> i64
pub fn autotile_get_z_index(&self, id: i64, coord: Vector2) -> i64
Returns the drawing index of the subtile from an atlas/autotile given its coordinates.
sourcepub fn autotile_set_bitmask(&self, id: i64, bitmask: Vector2, flag: i64)
pub fn autotile_set_bitmask(&self, id: i64, bitmask: Vector2, flag: i64)
Sets the bitmask of the subtile from an autotile given its coordinates.
The value is the sum of the values in AutotileBindings
present in the subtile (e.g. a value of 5 means the bitmask has bindings in both the top left and top right).
sourcepub fn autotile_set_bitmask_mode(&self, id: i64, mode: i64)
pub fn autotile_set_bitmask_mode(&self, id: i64, mode: i64)
Sets the BitmaskMode
of the autotile.
sourcepub fn autotile_set_icon_coordinate(&self, id: i64, coord: Vector2)
pub fn autotile_set_icon_coordinate(&self, id: i64, coord: Vector2)
Sets the subtile that will be used as an icon in an atlas/autotile given its coordinates. The subtile defined as the icon will be used as a fallback when the atlas/autotile’s bitmask information is incomplete. It will also be used to represent it in the TileSet editor.
sourcepub fn autotile_set_light_occluder(
&self,
id: i64,
light_occluder: impl AsArg<OccluderPolygon2D>,
coord: Vector2
)
pub fn autotile_set_light_occluder(
&self,
id: i64,
light_occluder: impl AsArg<OccluderPolygon2D>,
coord: Vector2
)
Sets the light occluder of the subtile from an atlas/autotile given its coordinates.
Sets the navigation polygon of the subtile from an atlas/autotile given its coordinates.
sourcepub fn autotile_set_size(&self, id: i64, size: Vector2)
pub fn autotile_set_size(&self, id: i64, size: Vector2)
Sets the size of the subtiles in an atlas/autotile.
sourcepub fn autotile_set_spacing(&self, id: i64, spacing: i64)
pub fn autotile_set_spacing(&self, id: i64, spacing: i64)
Sets the spacing between subtiles of the atlas/autotile.
sourcepub fn autotile_set_subtile_priority(&self, id: i64, coord: Vector2, priority: i64)
pub fn autotile_set_subtile_priority(&self, id: i64, coord: Vector2, priority: i64)
Sets the priority of the subtile from an autotile given its coordinates. When more than one subtile has the same bitmask value, one of them will be picked randomly for drawing. Its priority will define how often it will be picked.
sourcepub fn autotile_set_z_index(&self, id: i64, coord: Vector2, z_index: i64)
pub fn autotile_set_z_index(&self, id: i64, coord: Vector2, z_index: i64)
Sets the drawing index of the subtile from an atlas/autotile given its coordinates.
sourcepub fn create_tile(&self, id: i64)
pub fn create_tile(&self, id: i64)
Creates a new tile with the given ID.
sourcepub fn find_tile_by_name(&self, name: impl Into<GodotString>) -> i64
pub fn find_tile_by_name(&self, name: impl Into<GodotString>) -> i64
Returns the first tile matching the given name.
sourcepub fn get_last_unused_tile_id(&self) -> i64
pub fn get_last_unused_tile_id(&self) -> i64
Returns the ID following the last currently used ID, useful when creating a new tile.
sourcepub fn get_tiles_ids(&self) -> VariantArray
pub fn get_tiles_ids(&self) -> VariantArray
Returns an array of all currently used tile IDs.
sourcepub fn remove_tile(&self, id: i64)
pub fn remove_tile(&self, id: i64)
Removes the given tile ID.
sourcepub fn tile_add_shape(
&self,
id: i64,
shape: impl AsArg<Shape2D>,
shape_transform: Transform2D,
one_way: bool,
autotile_coord: Vector2
)
pub fn tile_add_shape(
&self,
id: i64,
shape: impl AsArg<Shape2D>,
shape_transform: Transform2D,
one_way: bool,
autotile_coord: Vector2
)
sourcepub fn tile_get_light_occluder(
&self,
id: i64
) -> Option<Ref<OccluderPolygon2D, Shared>>
pub fn tile_get_light_occluder(
&self,
id: i64
) -> Option<Ref<OccluderPolygon2D, Shared>>
Returns the tile’s light occluder.
sourcepub fn tile_get_material(&self, id: i64) -> Option<Ref<ShaderMaterial, Shared>>
pub fn tile_get_material(&self, id: i64) -> Option<Ref<ShaderMaterial, Shared>>
Returns the tile’s material.
sourcepub fn tile_get_modulate(&self, id: i64) -> Color
pub fn tile_get_modulate(&self, id: i64) -> Color
Returns the tile’s modulation color.
sourcepub fn tile_get_name(&self, id: i64) -> GodotString
pub fn tile_get_name(&self, id: i64) -> GodotString
Returns the tile’s name.
Returns the navigation polygon of the tile.
Returns the offset of the tile’s navigation polygon.
sourcepub fn tile_get_normal_map(&self, id: i64) -> Option<Ref<Texture, Shared>>
pub fn tile_get_normal_map(&self, id: i64) -> Option<Ref<Texture, Shared>>
Returns the tile’s normal map texture.
sourcepub fn tile_get_occluder_offset(&self, id: i64) -> Vector2
pub fn tile_get_occluder_offset(&self, id: i64) -> Vector2
Returns the offset of the tile’s light occluder.
sourcepub fn tile_get_region(&self, id: i64) -> Rect2
pub fn tile_get_region(&self, id: i64) -> Rect2
Returns the tile sub-region in the texture.
sourcepub fn tile_get_shape(
&self,
id: i64,
shape_id: i64
) -> Option<Ref<Shape2D, Shared>>
pub fn tile_get_shape(
&self,
id: i64,
shape_id: i64
) -> Option<Ref<Shape2D, Shared>>
Returns a tile’s given shape.
sourcepub fn tile_get_shape_count(&self, id: i64) -> i64
pub fn tile_get_shape_count(&self, id: i64) -> i64
Returns the number of shapes assigned to a tile.
sourcepub fn tile_get_shape_offset(&self, id: i64, shape_id: i64) -> Vector2
pub fn tile_get_shape_offset(&self, id: i64, shape_id: i64) -> Vector2
Returns the offset of a tile’s shape.
sourcepub fn tile_get_shape_one_way(&self, id: i64, shape_id: i64) -> bool
pub fn tile_get_shape_one_way(&self, id: i64, shape_id: i64) -> bool
Returns the one-way collision value of a tile’s shape.
sourcepub fn tile_get_shape_one_way_margin(&self, id: i64, shape_id: i64) -> f64
pub fn tile_get_shape_one_way_margin(&self, id: i64, shape_id: i64) -> f64
sourcepub fn tile_get_shape_transform(&self, id: i64, shape_id: i64) -> Transform2D
pub fn tile_get_shape_transform(&self, id: i64, shape_id: i64) -> Transform2D
Returns the Transform2D
of a tile’s shape.
sourcepub fn tile_get_shapes(&self, id: i64) -> VariantArray
pub fn tile_get_shapes(&self, id: i64) -> VariantArray
Sample code is GDScript unless otherwise noted.
Returns an array of dictionaries describing the tile’s shapes. Dictionary structure in the array returned by this method:
{
"autotile_coord": Vector2,
"one_way": bool,
"one_way_margin": int,
"shape": CollisionShape2D,
"shape_transform": Transform2D,
}
sourcepub fn tile_get_texture(&self, id: i64) -> Option<Ref<Texture, Shared>>
pub fn tile_get_texture(&self, id: i64) -> Option<Ref<Texture, Shared>>
Returns the tile’s texture.
sourcepub fn tile_get_texture_offset(&self, id: i64) -> Vector2
pub fn tile_get_texture_offset(&self, id: i64) -> Vector2
Returns the texture offset of the tile.
sourcepub fn tile_get_tile_mode(&self, id: i64) -> TileMode
pub fn tile_get_tile_mode(&self, id: i64) -> TileMode
Returns the tile’s TileMode
.
sourcepub fn tile_get_z_index(&self, id: i64) -> i64
pub fn tile_get_z_index(&self, id: i64) -> i64
Returns the tile’s Z index (drawing layer).
sourcepub fn tile_set_light_occluder(
&self,
id: i64,
light_occluder: impl AsArg<OccluderPolygon2D>
)
pub fn tile_set_light_occluder(
&self,
id: i64,
light_occluder: impl AsArg<OccluderPolygon2D>
)
Sets a light occluder for the tile.
sourcepub fn tile_set_material(&self, id: i64, material: impl AsArg<ShaderMaterial>)
pub fn tile_set_material(&self, id: i64, material: impl AsArg<ShaderMaterial>)
Sets the tile’s material.
sourcepub fn tile_set_modulate(&self, id: i64, color: Color)
pub fn tile_set_modulate(&self, id: i64, color: Color)
Sets the tile’s modulation color.
Note: Modulation is performed by setting the tile’s vertex color. To access this in a shader, use COLOR
rather than MODULATE
(which instead accesses the TileMap
’s CanvasItem.modulate
property).
sourcepub fn tile_set_name(&self, id: i64, name: impl Into<GodotString>)
pub fn tile_set_name(&self, id: i64, name: impl Into<GodotString>)
Sets the tile’s name.
Sets the tile’s navigation polygon.
Sets an offset for the tile’s navigation polygon.
sourcepub fn tile_set_normal_map(&self, id: i64, normal_map: impl AsArg<Texture>)
pub fn tile_set_normal_map(&self, id: i64, normal_map: impl AsArg<Texture>)
Sets the tile’s normal map texture. Note: Godot expects the normal map to use X+, Y-, and Z+ coordinates. See this page for a comparison of normal map coordinates expected by popular engines.
sourcepub fn tile_set_occluder_offset(&self, id: i64, occluder_offset: Vector2)
pub fn tile_set_occluder_offset(&self, id: i64, occluder_offset: Vector2)
Sets an offset for the tile’s light occluder.
sourcepub fn tile_set_region(&self, id: i64, region: Rect2)
pub fn tile_set_region(&self, id: i64, region: Rect2)
Sets the tile’s sub-region in the texture. This is common in texture atlases.
sourcepub fn tile_set_shape(&self, id: i64, shape_id: i64, shape: impl AsArg<Shape2D>)
pub fn tile_set_shape(&self, id: i64, shape_id: i64, shape: impl AsArg<Shape2D>)
Sets a shape for the tile, enabling collision.
sourcepub fn tile_set_shape_offset(&self, id: i64, shape_id: i64, shape_offset: Vector2)
pub fn tile_set_shape_offset(&self, id: i64, shape_id: i64, shape_offset: Vector2)
Sets the offset of a tile’s shape.
sourcepub fn tile_set_shape_one_way(&self, id: i64, shape_id: i64, one_way: bool)
pub fn tile_set_shape_one_way(&self, id: i64, shape_id: i64, one_way: bool)
Enables one-way collision on a tile’s shape.
sourcepub fn tile_set_shape_one_way_margin(&self, id: i64, shape_id: i64, one_way: f64)
pub fn tile_set_shape_one_way_margin(&self, id: i64, shape_id: i64, one_way: f64)
sourcepub fn tile_set_shape_transform(
&self,
id: i64,
shape_id: i64,
shape_transform: Transform2D
)
pub fn tile_set_shape_transform(
&self,
id: i64,
shape_id: i64,
shape_transform: Transform2D
)
Sets a Transform2D
on a tile’s shape.
sourcepub fn tile_set_shapes(&self, id: i64, shapes: VariantArray)
pub fn tile_set_shapes(&self, id: i64, shapes: VariantArray)
Sets an array of shapes for the tile, enabling collision.
sourcepub fn tile_set_texture(&self, id: i64, texture: impl AsArg<Texture>)
pub fn tile_set_texture(&self, id: i64, texture: impl AsArg<Texture>)
Sets the tile’s texture.
sourcepub fn tile_set_texture_offset(&self, id: i64, texture_offset: Vector2)
pub fn tile_set_texture_offset(&self, id: i64, texture_offset: Vector2)
Sets the tile’s texture offset.
sourcepub fn tile_set_tile_mode(&self, id: i64, tilemode: i64)
pub fn tile_set_tile_mode(&self, id: i64, tilemode: i64)
Sets the tile’s TileMode
.
sourcepub fn tile_set_z_index(&self, id: i64, z_index: i64)
pub fn tile_set_z_index(&self, id: i64, z_index: i64)
Sets the tile’s drawing index.
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 TileSet
impl GodotObject for TileSet
§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.