pub struct ProceduralSky { /* private fields */ }
Expand description
core class ProceduralSky
inherits Sky
(reference counted).
§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
ProceduralSky 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 Access
in these types tracks whether the
access is unique, shared, or exclusive to the current thread. For more information,
see the type-level documentation on Ref
.
Implementations§
Source§impl ProceduralSky
Constants
impl ProceduralSky
Constants
pub const TEXTURE_SIZE_1024: i64 = 2i64
pub const TEXTURE_SIZE_2048: i64 = 3i64
pub const TEXTURE_SIZE_256: i64 = 0i64
pub const TEXTURE_SIZE_4096: i64 = 4i64
pub const TEXTURE_SIZE_512: i64 = 1i64
pub const TEXTURE_SIZE_MAX: i64 = 5i64
Source§impl ProceduralSky
impl ProceduralSky
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 ground_bottom_color(&self) -> Color
pub fn ground_bottom_color(&self) -> Color
Color of the ground at the bottom.
Sourcepub fn ground_curve(&self) -> f64
pub fn ground_curve(&self) -> f64
How quickly the [member ground_horizon_color] fades into the [member ground_bottom_color].
Sourcepub fn ground_energy(&self) -> f64
pub fn ground_energy(&self) -> f64
Amount of energy contribution from the ground.
Sourcepub fn ground_horizon_color(&self) -> Color
pub fn ground_horizon_color(&self) -> Color
Color of the ground at the horizon.
Sourcepub fn sky_curve(&self) -> f64
pub fn sky_curve(&self) -> f64
How quickly the [member sky_horizon_color] fades into the [member sky_top_color].
Sourcepub fn sky_energy(&self) -> f64
pub fn sky_energy(&self) -> f64
Amount of energy contribution from the sky.
Sourcepub fn sky_horizon_color(&self) -> Color
pub fn sky_horizon_color(&self) -> Color
Color of the sky at the horizon.
Sourcepub fn sky_top_color(&self) -> Color
pub fn sky_top_color(&self) -> Color
Color of the sky at the top.
Sourcepub fn sun_angle_max(&self) -> f64
pub fn sun_angle_max(&self) -> f64
Distance from center of sun where it fades out completely.
Sourcepub fn sun_angle_min(&self) -> f64
pub fn sun_angle_min(&self) -> f64
Distance from sun where it goes from solid to starting to fade.
Sourcepub fn sun_curve(&self) -> f64
pub fn sun_curve(&self) -> f64
How quickly the sun fades away between [member sun_angle_min] and [member sun_angle_max].
Sourcepub fn sun_energy(&self) -> f64
pub fn sun_energy(&self) -> f64
Amount of energy contribution from the sun.
Sourcepub fn sun_latitude(&self) -> f64
pub fn sun_latitude(&self) -> f64
The sun’s height using polar coordinates.
Sourcepub fn sun_longitude(&self) -> f64
pub fn sun_longitude(&self) -> f64
The direction of the sun using polar coordinates.
Sourcepub fn texture_size(&self) -> TextureSize
pub fn texture_size(&self) -> TextureSize
Size of Texture that the ProceduralSky will generate. The size is set using [enum TextureSize].
Sourcepub fn set_ground_bottom_color(&self, color: Color)
pub fn set_ground_bottom_color(&self, color: Color)
Color of the ground at the bottom.
Sourcepub fn set_ground_curve(&self, curve: f64)
pub fn set_ground_curve(&self, curve: f64)
How quickly the [member ground_horizon_color] fades into the [member ground_bottom_color].
Sourcepub fn set_ground_energy(&self, energy: f64)
pub fn set_ground_energy(&self, energy: f64)
Amount of energy contribution from the ground.
Sourcepub fn set_ground_horizon_color(&self, color: Color)
pub fn set_ground_horizon_color(&self, color: Color)
Color of the ground at the horizon.
Sourcepub fn set_sky_curve(&self, curve: f64)
pub fn set_sky_curve(&self, curve: f64)
How quickly the [member sky_horizon_color] fades into the [member sky_top_color].
Sourcepub fn set_sky_energy(&self, energy: f64)
pub fn set_sky_energy(&self, energy: f64)
Amount of energy contribution from the sky.
Sourcepub fn set_sky_horizon_color(&self, color: Color)
pub fn set_sky_horizon_color(&self, color: Color)
Color of the sky at the horizon.
Sourcepub fn set_sky_top_color(&self, color: Color)
pub fn set_sky_top_color(&self, color: Color)
Color of the sky at the top.
Sourcepub fn set_sun_angle_max(&self, degrees: f64)
pub fn set_sun_angle_max(&self, degrees: f64)
Distance from center of sun where it fades out completely.
Sourcepub fn set_sun_angle_min(&self, degrees: f64)
pub fn set_sun_angle_min(&self, degrees: f64)
Distance from sun where it goes from solid to starting to fade.
Sourcepub fn set_sun_color(&self, color: Color)
pub fn set_sun_color(&self, color: Color)
The sun’s color.
Sourcepub fn set_sun_curve(&self, curve: f64)
pub fn set_sun_curve(&self, curve: f64)
How quickly the sun fades away between [member sun_angle_min] and [member sun_angle_max].
Sourcepub fn set_sun_energy(&self, energy: f64)
pub fn set_sun_energy(&self, energy: f64)
Amount of energy contribution from the sun.
Sourcepub fn set_sun_latitude(&self, degrees: f64)
pub fn set_sun_latitude(&self, degrees: f64)
The sun’s height using polar coordinates.
Sourcepub fn set_sun_longitude(&self, degrees: f64)
pub fn set_sun_longitude(&self, degrees: f64)
The direction of the sun using polar coordinates.
Sourcepub fn set_texture_size(&self, size: i64)
pub fn set_texture_size(&self, size: i64)
Size of Texture that the ProceduralSky will generate. The size is set using [enum TextureSize].
Methods from Deref<Target = Sky>§
pub const RADIANCE_SIZE_1024: i64 = 5i64
pub const RADIANCE_SIZE_128: i64 = 2i64
pub const RADIANCE_SIZE_2048: i64 = 6i64
pub const RADIANCE_SIZE_256: i64 = 3i64
pub const RADIANCE_SIZE_32: i64 = 0i64
pub const RADIANCE_SIZE_512: i64 = 4i64
pub const RADIANCE_SIZE_64: i64 = 1i64
pub const RADIANCE_SIZE_MAX: i64 = 7i64
Sourcepub fn radiance_size(&self) -> RadianceSize
pub fn radiance_size(&self) -> RadianceSize
The Sky’s radiance map size. The higher the radiance map size, the more detailed the lighting from the Sky will be. See [enum RadianceSize] constants for values. Note: Some hardware will have trouble with higher radiance sizes, especially [constant RADIANCE_SIZE_512] and above. Only use such high values on high-end hardware.
Sourcepub fn set_radiance_size(&self, size: i64)
pub fn set_radiance_size(&self, size: i64)
The Sky’s radiance map size. The higher the radiance map size, the more detailed the lighting from the Sky will be. See [enum RadianceSize] constants for values. Note: Some hardware will have trouble with higher radiance sizes, especially [constant RADIANCE_SIZE_512] and above. Only use such high values on high-end hardware.
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. 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.
§Default Arguments
subresources
-false
Sourcepub fn emit_changed(&self)
pub fn emit_changed(&self)
Sourcepub fn get_local_scene(&self) -> Option<Ref<Node, Shared>>
pub fn get_local_scene(&self) -> Option<Ref<Node, Shared>>
If [member 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.
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.
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 [member resource_local_to_scene] enabled is loaded from a PackedScene instantiation. Its behavior can be customized by overriding [method _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 [member 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 CONNECT_DEFERRED: i64 = 1i64
pub const CONNECT_ONESHOT: i64 = 4i64
pub const CONNECT_PERSIST: i64 = 2i64
pub const CONNECT_REFERENCE_COUNTED: i64 = 8i64
pub const NOTIFICATION_POSTINITIALIZE: i64 = 0i64
pub const NOTIFICATION_PREDELETE: i64 = 1i64
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 [method 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 [method set_message_translation] and [method 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 [method emit_signal]. Use flags
to set deferred or one-shot connections. See [enum ConnectFlags] constants.
A signal
can only be connected once to a method
. It will throw an error if already connected, unless the signal was connected with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method 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 [method connect] and parameters used when calling [method 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 throw an error. Use [method 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
Returns the object’s class as a String.
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"
.
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>) -> Variant
pub fn get_meta(&self, name: impl Into<GodotString>) -> Variant
Returns the object’s metadata entry for the given name
.
Sourcepub fn get_meta_list(&self) -> StringArray
pub fn get_meta_list(&self) -> StringArray
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 [enum PropertyHint]), hint_string: String
, and usage: int
(see [enum 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 [method 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
Returns true
if the object inherits from the given class
.
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 [method 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 [method _notification] method of all classes that the object inherits from.
If reversed
is true
, [method _notification] is called first on the object’s own class, and then up to its successive parent classes. If reversed
is false
, [method _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 [method 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, 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 [method set] via [method 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 [method 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 [method 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 [method _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 [method set_message_translation].
Trait Implementations§
Source§impl Debug for ProceduralSky
impl Debug for ProceduralSky
Source§impl Deref for ProceduralSky
impl Deref for ProceduralSky
Source§impl DerefMut for ProceduralSky
impl DerefMut for ProceduralSky
Source§impl GodotObject for ProceduralSky
impl GodotObject for ProceduralSky
Source§type RefKind = RefCounted
type RefKind = 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.