Struct gdnative_bindings_lily::VisualScript [−][src]
pub struct VisualScript { /* fields omitted */ }
Expand description
core class VisualScript
inherits Script
(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
VisualScript 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
Creates a new instance of this object.
This is a reference-counted type. The returned object is automatically managed
by Ref
.
pub fn add_node(
&self,
func: impl Into<GodotString>,
id: i64,
node: impl AsArg<VisualScriptNode>,
position: Vector2
)
pub fn add_node(
&self,
func: impl Into<GodotString>,
id: i64,
node: impl AsArg<VisualScriptNode>,
position: Vector2
)
pub fn add_variable(
&self,
name: impl Into<GodotString>,
default_value: impl OwnedToVariant,
export: bool
)
pub fn add_variable(
&self,
name: impl Into<GodotString>,
default_value: impl OwnedToVariant,
export: bool
)
pub fn custom_signal_add_argument(
&self,
name: impl Into<GodotString>,
_type: i64,
argname: impl Into<GodotString>,
index: i64
)
pub fn custom_signal_add_argument(
&self,
name: impl Into<GodotString>,
_type: i64,
argname: impl Into<GodotString>,
index: i64
)
pub fn custom_signal_get_argument_name(
&self,
name: impl Into<GodotString>,
argidx: i64
) -> GodotString
pub fn custom_signal_get_argument_name(
&self,
name: impl Into<GodotString>,
argidx: i64
) -> GodotString
pub fn custom_signal_get_argument_type(
&self,
name: impl Into<GodotString>,
argidx: i64
) -> VariantType
pub fn custom_signal_get_argument_type(
&self,
name: impl Into<GodotString>,
argidx: i64
) -> VariantType
pub fn custom_signal_set_argument_name(
&self,
name: impl Into<GodotString>,
argidx: i64,
argname: impl Into<GodotString>
)
pub fn custom_signal_set_argument_name(
&self,
name: impl Into<GodotString>,
argidx: i64,
argname: impl Into<GodotString>
)
pub fn custom_signal_set_argument_type(
&self,
name: impl Into<GodotString>,
argidx: i64,
_type: i64
)
pub fn custom_signal_set_argument_type(
&self,
name: impl Into<GodotString>,
argidx: i64,
_type: i64
)
pub fn custom_signal_swap_argument(
&self,
name: impl Into<GodotString>,
argidx: i64,
withidx: i64
)
pub fn custom_signal_swap_argument(
&self,
name: impl Into<GodotString>,
argidx: i64,
withidx: i64
)
pub fn data_connect(
&self,
func: impl Into<GodotString>,
from_node: i64,
from_port: i64,
to_node: i64,
to_port: i64
)
pub fn data_connect(
&self,
func: impl Into<GodotString>,
from_node: i64,
from_port: i64,
to_node: i64,
to_port: i64
)
pub fn data_disconnect(
&self,
func: impl Into<GodotString>,
from_node: i64,
from_port: i64,
to_node: i64,
to_port: i64
)
pub fn data_disconnect(
&self,
func: impl Into<GodotString>,
from_node: i64,
from_port: i64,
to_node: i64,
to_port: i64
)
pub fn get_node(
&self,
func: impl Into<GodotString>,
id: i64
) -> Option<Ref<VisualScriptNode, Shared>>
pub fn get_node(
&self,
func: impl Into<GodotString>,
id: i64
) -> Option<Ref<VisualScriptNode, Shared>>
pub fn has_data_connection(
&self,
func: impl Into<GodotString>,
from_node: i64,
from_port: i64,
to_node: i64,
to_port: i64
) -> bool
pub fn has_data_connection(
&self,
func: impl Into<GodotString>,
from_node: i64,
from_port: i64,
to_node: i64,
to_port: i64
) -> bool
pub fn has_sequence_connection(
&self,
func: impl Into<GodotString>,
from_node: i64,
from_output: i64,
to_node: i64
) -> bool
pub fn has_sequence_connection(
&self,
func: impl Into<GodotString>,
from_node: i64,
from_output: i64,
to_node: i64
) -> bool
pub fn rename_custom_signal(
&self,
name: impl Into<GodotString>,
new_name: impl Into<GodotString>
)
pub fn rename_custom_signal(
&self,
name: impl Into<GodotString>,
new_name: impl Into<GodotString>
)
pub fn sequence_connect(
&self,
func: impl Into<GodotString>,
from_node: i64,
from_output: i64,
to_node: i64
)
pub fn sequence_connect(
&self,
func: impl Into<GodotString>,
from_node: i64,
from_output: i64,
to_node: i64
)
pub fn sequence_disconnect(
&self,
func: impl Into<GodotString>,
from_node: i64,
from_output: i64,
to_node: i64
)
pub fn sequence_disconnect(
&self,
func: impl Into<GodotString>,
from_node: i64,
from_output: i64,
to_node: i64
)
pub fn set_variable_default_value(
&self,
name: impl Into<GodotString>,
value: impl OwnedToVariant
)
pub fn set_variable_default_value(
&self,
name: impl Into<GodotString>,
value: impl OwnedToVariant
)
Methods from Deref<Target = Script>
Returns true
if the script can be instanced.
Returns the script directly inherited by this script.
Returns the script’s base type.
Returns the default value of the specified property.
Returns a dictionary containing constant names and their values.
Returns the list of methods in this Script.
Returns the list of properties in this Script.
Returns the list of user signals defined in this Script.
The script source code or an empty string if source code is not available. When set, does not reload the class implementation automatically.
Returns true
if the script, or a base class, defines a signal with the given name.
Returns true
if the script contains non-empty source code.
Returns true
if base_object
is an instance of this script.
Returns true
if the script is a tool script. A tool script can run in the editor.
Reloads the script’s class implementation. Returns an error code.
Default Arguments
keep_state
-false
The script source code or an empty string if source code is not available. When set, does not reload the class implementation automatically.
Trait Implementations
type RefKind = RefCounted
type RefKind = RefCounted
Creates an explicitly null reference of Self
as a method argument. This makes type
inference easier for the compiler compared to Option
. Read more
Creates a new instance of Self
using a zero-argument constructor, as a Unique
reference. Read more
Performs a dynamic reference downcast to target type. Read more
Performs a static reference upcast to a supertype that is guaranteed to be valid. Read more
Creates a persistent reference to the same Godot object with shared thread access. Read more
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
Creates a persistent reference to the same Godot object with thread-local thread access. Read more
Creates a persistent reference to the same Godot object with unique access. Read more
Recovers a instance ID previously returned by Object::get_instance_id
if the object is
still alive. See also TRef::try_from_instance_id
. Read more
Auto Trait Implementations
impl RefUnwindSafe for VisualScript
impl !Send for VisualScript
impl !Sync for VisualScript
impl Unpin for VisualScript
impl UnwindSafe for VisualScript