Struct gdnative_bindings::NavigationServer
source · pub struct NavigationServer { /* private fields */ }
Expand description
core singleton class NavigationServer
inherits Object
(manually managed).
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.
Class hierarchy
NavigationServer 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§
sourcepub fn godot_singleton() -> &'static Self
pub fn godot_singleton() -> &'static Self
Returns a reference to the singleton instance.
sourcepub fn agent_create(&self) -> Rid
pub fn agent_create(&self) -> Rid
Creates the agent.
sourcepub unsafe fn agent_get_map(&self, agent: Rid) -> Rid
pub unsafe fn agent_get_map(&self, agent: Rid) -> Rid
sourcepub unsafe fn agent_is_map_changed(&self, agent: Rid) -> bool
pub unsafe fn agent_is_map_changed(&self, agent: Rid) -> bool
Returns true
if the map got changed the previous frame.
Safety
This function has parameters of type Rid
(resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.
sourcepub unsafe fn agent_set_callback(
&self,
agent: Rid,
receiver: impl AsArg<Object>,
method: impl Into<GodotString>,
userdata: impl OwnedToVariant
)
pub unsafe fn agent_set_callback(
&self,
agent: Rid,
receiver: impl AsArg<Object>,
method: impl Into<GodotString>,
userdata: impl OwnedToVariant
)
Callback called at the end of the RVO process. If a callback is created manually and the agent is placed on a navigation map it will calculate avoidance for the agent and dispatch the calculated safe_velocity
to the receiver
object with a signal to the chosen method
name.
Note: Created callbacks are always processed independently of the SceneTree state as long as the agent is on a navigation map and not freed. To disable the dispatch of a callback from an agent use agent_set_callback
again with a null
object as the receiver
.
Default Arguments
userdata
-null
Safety
This function has parameters of type Rid
(resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.
sourcepub unsafe fn agent_set_map(&self, agent: Rid, map: Rid)
pub unsafe fn agent_set_map(&self, agent: Rid, map: Rid)
Puts the agent in the map.
Safety
This function has parameters of type Rid
(resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.
sourcepub unsafe fn agent_set_max_neighbors(&self, agent: Rid, count: i64)
pub unsafe fn agent_set_max_neighbors(&self, agent: Rid, count: i64)
Sets the maximum number of other agents the agent takes into account in the navigation. The larger this number, the longer the running time of the simulation. If the number is too low, the simulation will not be safe.
Safety
This function has parameters of type Rid
(resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.
sourcepub unsafe fn agent_set_max_speed(&self, agent: Rid, max_speed: f64)
pub unsafe fn agent_set_max_speed(&self, agent: Rid, max_speed: f64)
Sets the maximum speed of the agent. Must be positive.
Safety
This function has parameters of type Rid
(resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.
sourcepub unsafe fn agent_set_neighbor_dist(&self, agent: Rid, dist: f64)
pub unsafe fn agent_set_neighbor_dist(&self, agent: Rid, dist: f64)
Sets the maximum distance to other agents this agent takes into account in the navigation. The larger this number, the longer the running time of the simulation. If the number is too low, the simulation will not be safe.
Safety
This function has parameters of type Rid
(resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.
sourcepub unsafe fn agent_set_position(&self, agent: Rid, position: Vector3)
pub unsafe fn agent_set_position(&self, agent: Rid, position: Vector3)
Sets the position of the agent in world space.
Safety
This function has parameters of type Rid
(resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.
sourcepub unsafe fn agent_set_radius(&self, agent: Rid, radius: f64)
pub unsafe fn agent_set_radius(&self, agent: Rid, radius: f64)
Sets the radius of the agent.
Safety
This function has parameters of type Rid
(resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.
sourcepub unsafe fn agent_set_target_velocity(
&self,
agent: Rid,
target_velocity: Vector3
)
pub unsafe fn agent_set_target_velocity(
&self,
agent: Rid,
target_velocity: Vector3
)
Sets the new target velocity.
Safety
This function has parameters of type Rid
(resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.
sourcepub unsafe fn agent_set_time_horizon(&self, agent: Rid, time: f64)
pub unsafe fn agent_set_time_horizon(&self, agent: Rid, time: f64)
The minimal amount of time for which the agent’s velocities that are computed by the simulation are safe with respect to other agents. The larger this number, the sooner this agent will respond to the presence of other agents, but the less freedom this agent has in choosing its velocities. Must be positive.
Safety
This function has parameters of type Rid
(resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.
sourcepub unsafe fn agent_set_velocity(&self, agent: Rid, velocity: Vector3)
pub unsafe fn agent_set_velocity(&self, agent: Rid, velocity: Vector3)
Sets the current velocity of the agent.
Safety
This function has parameters of type Rid
(resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.
sourcepub unsafe fn free_rid(&self, rid: Rid)
pub unsafe fn free_rid(&self, rid: Rid)
Destroys the given RID.
Safety
This function has parameters of type Rid
(resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.
sourcepub fn get_maps(&self) -> VariantArray
pub fn get_maps(&self) -> VariantArray
Returns all created navigation map RID
s on the NavigationServer. This returns both 2D and 3D created navigation maps as there is technically no distinction between them.
sourcepub fn map_create(&self) -> Rid
pub fn map_create(&self) -> Rid
Create a new map.
sourcepub unsafe fn map_force_update(&self, map: Rid)
pub unsafe fn map_force_update(&self, map: Rid)
This function immediately forces synchronization of the specified navigation map
RID
. By default navigation maps are only synchronized at the end of each physics frame. This function can be used to immediately (re)calculate all the navigation meshes and region connections of the navigation map. This makes it possible to query a navigation path for a changed map immediately and in the same frame (multiple times if needed).
Due to technical restrictions the current NavigationServer command queue will be flushed. This means all already queued update commands for this physics frame will be executed, even those intended for other maps, regions and agents not part of the specified map. The expensive computation of the navigation meshes and region connections of a map will only be done for the specified map. Other maps will receive the normal synchronization at the end of the physics frame. Should the specified map receive changes after the forced update it will update again as well when the other maps receive their update.
Avoidance processing and dispatch of the safe_velocity
signals is untouched by this function and continues to happen for all maps and agents at the end of the physics frame.
Note: With great power comes great responsibility. This function should only be used by users that really know what they are doing and have a good reason for it. Forcing an immediate update of a navigation map requires locking the NavigationServer and flushing the entire NavigationServer command queue. Not only can this severely impact the performance of a game but it can also introduce bugs if used inappropriately without much foresight.
Safety
This function has parameters of type Rid
(resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.
sourcepub unsafe fn map_get_agents(&self, map: Rid) -> VariantArray
pub unsafe fn map_get_agents(&self, map: Rid) -> VariantArray
sourcepub unsafe fn map_get_cell_height(&self, map: Rid) -> f64
pub unsafe fn map_get_cell_height(&self, map: Rid) -> f64
Returns the map cell height.
Safety
This function has parameters of type Rid
(resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.
sourcepub unsafe fn map_get_cell_size(&self, map: Rid) -> f64
pub unsafe fn map_get_cell_size(&self, map: Rid) -> f64
Returns the map cell size.
Safety
This function has parameters of type Rid
(resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.
sourcepub unsafe fn map_get_closest_point(&self, map: Rid, to_point: Vector3) -> Vector3
pub unsafe fn map_get_closest_point(&self, map: Rid, to_point: Vector3) -> Vector3
Returns the point closest to the provided to_point
on the navigation mesh surface.
Safety
This function has parameters of type Rid
(resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.
sourcepub unsafe fn map_get_closest_point_normal(
&self,
map: Rid,
to_point: Vector3
) -> Vector3
pub unsafe fn map_get_closest_point_normal(
&self,
map: Rid,
to_point: Vector3
) -> Vector3
Returns the normal for the point returned by map_get_closest_point
.
Safety
This function has parameters of type Rid
(resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.
sourcepub unsafe fn map_get_closest_point_owner(
&self,
map: Rid,
to_point: Vector3
) -> Rid
pub unsafe fn map_get_closest_point_owner(
&self,
map: Rid,
to_point: Vector3
) -> Rid
Returns the owner region RID for the point returned by map_get_closest_point
.
Safety
This function has parameters of type Rid
(resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.
sourcepub unsafe fn map_get_closest_point_to_segment(
&self,
map: Rid,
start: Vector3,
end: Vector3,
use_collision: bool
) -> Vector3
pub unsafe fn map_get_closest_point_to_segment(
&self,
map: Rid,
start: Vector3,
end: Vector3,
use_collision: bool
) -> Vector3
Returns the closest point between the navigation surface and the segment.
Default Arguments
use_collision
-false
Safety
This function has parameters of type Rid
(resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.
sourcepub unsafe fn map_get_edge_connection_margin(&self, map: Rid) -> f64
pub unsafe fn map_get_edge_connection_margin(&self, map: Rid) -> f64
Returns the edge connection margin of the map. This distance is the minimum vertex distance needed to connect two edges from different regions.
Safety
This function has parameters of type Rid
(resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.
sourcepub unsafe fn map_get_path(
&self,
map: Rid,
origin: Vector3,
destination: Vector3,
optimize: bool,
navigation_layers: i64
) -> PoolArray<Vector3>
pub unsafe fn map_get_path(
&self,
map: Rid,
origin: Vector3,
destination: Vector3,
optimize: bool,
navigation_layers: i64
) -> PoolArray<Vector3>
Returns the navigation path to reach the destination from the origin. navigation_layers
is a bitmask of all region layers that are allowed to be in the path.
Default Arguments
navigation_layers
-1
Safety
This function has parameters of type Rid
(resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.
sourcepub unsafe fn map_get_regions(&self, map: Rid) -> VariantArray
pub unsafe fn map_get_regions(&self, map: Rid) -> VariantArray
sourcepub unsafe fn map_get_up(&self, map: Rid) -> Vector3
pub unsafe fn map_get_up(&self, map: Rid) -> Vector3
Returns the map’s up direction.
Safety
This function has parameters of type Rid
(resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.
sourcepub unsafe fn map_is_active(&self, map: Rid) -> bool
pub unsafe fn map_is_active(&self, map: Rid) -> bool
Returns true
if the map is active.
Safety
This function has parameters of type Rid
(resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.
sourcepub unsafe fn map_set_active(&self, map: Rid, active: bool)
pub unsafe fn map_set_active(&self, map: Rid, active: bool)
Sets the map active.
Safety
This function has parameters of type Rid
(resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.
sourcepub unsafe fn map_set_cell_height(&self, map: Rid, cell_height: f64)
pub unsafe fn map_set_cell_height(&self, map: Rid, cell_height: f64)
Set the map cell height used to weld the navigation mesh polygons.
Safety
This function has parameters of type Rid
(resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.
sourcepub unsafe fn map_set_cell_size(&self, map: Rid, cell_size: f64)
pub unsafe fn map_set_cell_size(&self, map: Rid, cell_size: f64)
Set the map cell size used to weld the navigation mesh polygons.
Safety
This function has parameters of type Rid
(resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.
sourcepub unsafe fn map_set_edge_connection_margin(&self, map: Rid, margin: f64)
pub unsafe fn map_set_edge_connection_margin(&self, map: Rid, margin: f64)
Set the map edge connection margin used to weld the compatible region edges.
Safety
This function has parameters of type Rid
(resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.
sourcepub unsafe fn map_set_up(&self, map: Rid, up: Vector3)
pub unsafe fn map_set_up(&self, map: Rid, up: Vector3)
Sets the map up direction.
Safety
This function has parameters of type Rid
(resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.
sourcepub fn process(&self, delta_time: f64)
pub fn process(&self, delta_time: f64)
Process the collision avoidance agents. The result of this process is needed by the physics server, so this must be called in the main thread. Note: This function is not thread safe.
Bakes the navigation mesh.
sourcepub fn region_create(&self) -> Rid
pub fn region_create(&self) -> Rid
Creates a new region.
sourcepub unsafe fn region_get_connection_pathway_end(
&self,
region: Rid,
connection: i64
) -> Vector3
pub unsafe fn region_get_connection_pathway_end(
&self,
region: Rid,
connection: i64
) -> Vector3
Returns the ending point of a connection door. connection
is an index between 0 and the return value of region_get_connections_count
.
Safety
This function has parameters of type Rid
(resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.
sourcepub unsafe fn region_get_connection_pathway_start(
&self,
region: Rid,
connection: i64
) -> Vector3
pub unsafe fn region_get_connection_pathway_start(
&self,
region: Rid,
connection: i64
) -> Vector3
Returns the starting point of a connection door. connection
is an index between 0 and the return value of region_get_connections_count
.
Safety
This function has parameters of type Rid
(resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.
sourcepub unsafe fn region_get_connections_count(&self, region: Rid) -> i64
pub unsafe fn region_get_connections_count(&self, region: Rid) -> i64
Returns how many connections this region
has with other regions in the map.
Safety
This function has parameters of type Rid
(resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.
sourcepub unsafe fn region_get_enter_cost(&self, region: Rid) -> f64
pub unsafe fn region_get_enter_cost(&self, region: Rid) -> f64
Returns the enter_cost
of this region
.
Safety
This function has parameters of type Rid
(resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.
sourcepub unsafe fn region_get_map(&self, region: Rid) -> Rid
pub unsafe fn region_get_map(&self, region: Rid) -> Rid
Returns the region’s navigation layers.
Safety
This function has parameters of type Rid
(resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.
sourcepub unsafe fn region_get_travel_cost(&self, region: Rid) -> f64
pub unsafe fn region_get_travel_cost(&self, region: Rid) -> f64
Returns the travel_cost
of this region
.
Safety
This function has parameters of type Rid
(resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.
sourcepub unsafe fn region_owns_point(&self, region: Rid, point: Vector3) -> bool
pub unsafe fn region_owns_point(&self, region: Rid, point: Vector3) -> bool
Returns true
if the provided point
in world space is currently owned by the provided navigation region
. Owned in this context means that one of the region’s navigation mesh polygon faces has a possible position at the closest distance to this point compared to all other navigation meshes from other navigation regions that are also registered on the navigation map of the provided region.
If multiple navigation meshes have positions at equal distance the navigation region whose polygons are processed first wins the ownership. Polygons are processed in the same order that navigation regions were registered on the NavigationServer.
Note: If navigation meshes from different navigation regions overlap (which should be avoided in general) the result might not be what is expected.
Safety
This function has parameters of type Rid
(resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.
sourcepub unsafe fn region_set_enter_cost(&self, region: Rid, enter_cost: f64)
pub unsafe fn region_set_enter_cost(&self, region: Rid, enter_cost: f64)
Sets the enter_cost
for this region
.
Safety
This function has parameters of type Rid
(resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.
sourcepub unsafe fn region_set_map(&self, region: Rid, map: Rid)
pub unsafe fn region_set_map(&self, region: Rid, map: Rid)
Sets the map for the region.
Safety
This function has parameters of type Rid
(resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.
Set the region’s navigation layers. This allows selecting regions from a path request (when using NavigationServer.map_get_path
).
Safety
This function has parameters of type Rid
(resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.
Sets the navigation mesh for the region.
Safety
This function has parameters of type Rid
(resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.
sourcepub unsafe fn region_set_transform(&self, region: Rid, transform: Transform)
pub unsafe fn region_set_transform(&self, region: Rid, transform: Transform)
Sets the global transformation for the region.
Safety
This function has parameters of type Rid
(resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.
sourcepub unsafe fn region_set_travel_cost(&self, region: Rid, travel_cost: f64)
pub unsafe fn region_set_travel_cost(&self, region: Rid, travel_cost: f64)
Sets the travel_cost
for this region
.
Safety
This function has parameters of type Rid
(resource ID). RIDs are untyped and interpreted as raw pointers by the engine, so passing an incorrect RID can cause UB.
sourcepub fn set_active(&self, active: bool)
pub fn set_active(&self, active: bool)
Control activation of this server.
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§
§type Memory = ManuallyManaged
type Memory = ManuallyManaged
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
.