[−][src]Struct gdnative::VisualScriptSceneNode
core class VisualScriptSceneNode
inherits VisualScriptNode
(reference counted).
Official documentation
See the documentation of this class in the Godot engine's official documentation.
Memory management
The lifetime of this object is automatically managed through reference counting.
Class hierarchy
VisualScriptSceneNode inherits methods from:
Methods
impl VisualScriptSceneNode
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pub fn new() -> VisualScriptSceneNode
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pub fn new_ref(&self) -> VisualScriptSceneNode
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Creates a new reference to the same reference-counted object.
pub fn get_node_path(&mut self) -> NodePath
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pub fn set_node_path(&mut self, path: NodePath)
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pub fn to_visual_script_node(&self) -> VisualScriptNode
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Up-cast.
pub fn to_resource(&self) -> Resource
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Up-cast.
pub fn to_reference(&self) -> Reference
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Up-cast.
pub fn to_object(&self) -> Object
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Up-cast.
pub fn cast<T>(&self) -> Option<T> where
T: GodotObject,
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T: GodotObject,
Generic dynamic cast.
Methods from Deref<Target = VisualScriptNode>
pub fn new_ref(&self) -> VisualScriptNode
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Creates a new reference to the same reference-counted object.
pub fn _get_default_input_values(&self) -> VariantArray
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pub fn _set_default_input_values(&mut self, values: VariantArray)
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pub fn get_default_input_value(&self, port_idx: i64) -> Variant
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pub fn get_visual_script(&self) -> Option<VisualScript>
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pub fn ports_changed_notify(&mut self)
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pub fn set_default_input_value(&mut self, port_idx: i64, value: Variant)
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pub fn to_resource(&self) -> Resource
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Up-cast.
pub fn to_reference(&self) -> Reference
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Up-cast.
pub fn to_object(&self) -> Object
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Up-cast.
pub fn cast<T>(&self) -> Option<T> where
T: GodotObject,
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T: GodotObject,
Generic dynamic cast.
Trait Implementations
impl Clone for VisualScriptSceneNode
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fn clone(&self) -> VisualScriptSceneNode
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fn clone_from(&mut self, source: &Self)
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impl Debug for VisualScriptSceneNode
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impl Deref for VisualScriptSceneNode
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type Target = VisualScriptNode
The resulting type after dereferencing.
fn deref(&self) -> &VisualScriptNode
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impl DerefMut for VisualScriptSceneNode
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fn deref_mut(&mut self) -> &mut VisualScriptNode
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impl Drop for VisualScriptSceneNode
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impl FromVariant for VisualScriptSceneNode
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fn from_variant(
variant: &Variant
) -> Result<VisualScriptSceneNode, FromVariantError>
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variant: &Variant
) -> Result<VisualScriptSceneNode, FromVariantError>
impl GodotObject for VisualScriptSceneNode
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fn class_name() -> &'static str
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unsafe fn from_sys(obj: *mut c_void) -> VisualScriptSceneNode
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unsafe fn from_return_position_sys(obj: *mut c_void) -> VisualScriptSceneNode
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unsafe fn to_sys(&self) -> *mut c_void
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impl Instanciable for VisualScriptSceneNode
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fn construct() -> VisualScriptSceneNode
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impl ToVariant for VisualScriptSceneNode
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fn to_variant(&self) -> Variant
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Auto Trait Implementations
impl RefUnwindSafe for VisualScriptSceneNode
impl !Send for VisualScriptSceneNode
impl !Sync for VisualScriptSceneNode
impl Unpin for VisualScriptSceneNode
impl UnwindSafe for VisualScriptSceneNode
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T> Export for T where
T: GodotObject + ToVariant,
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T: GodotObject + ToVariant,
type Hint = ()
A type-specific hint type that is valid for the type being exported.
fn export_info(_hint: Option<<T as Export>::Hint>) -> ExportInfo
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> ToOwned for T where
T: Clone,
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T: Clone,
type Owned = T
The resulting type after obtaining ownership.
fn to_owned(&self) -> T
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fn clone_into(&self, target: &mut T)
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impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,