[−][src]Struct gdnative::api::Script
core class Script
inherits Resource
(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
Script 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
impl Script
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pub fn can_instance(&self) -> bool
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Returns [code]true[/code] if the script can be instanced.
pub fn get_base_script(&self) -> Option<Ref<Script, Shared>>
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Returns the script directly inherited by this script.
pub fn get_instance_base_type(&self) -> GodotString
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Returns the script's base type.
pub fn get_property_default_value(
&self,
property: impl Into<GodotString>
) -> Variant
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&self,
property: impl Into<GodotString>
) -> Variant
Returns the default value of the specified property.
pub fn get_script_constant_map(&self) -> Dictionary<Shared>
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Returns a dictionary containing constant names and their values.
pub fn get_script_method_list(&self) -> VariantArray<Shared>
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Returns the list of methods in this [Script].
pub fn get_script_property_list(&self) -> VariantArray<Shared>
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Returns the list of properties in this [Script].
pub fn get_script_signal_list(&self) -> VariantArray<Shared>
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Returns the list of user signals defined in this [Script].
pub fn source_code(&self) -> GodotString
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The script source code or an empty string if source code is not available. When set, does not reload the class implementation automatically.
pub fn has_script_signal(&self, signal_name: impl Into<GodotString>) -> bool
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Returns [code]true[/code] if the script, or a base class, defines a signal with the given name.
pub fn has_source_code(&self) -> bool
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Returns [code]true[/code] if the script contains non-empty source code.
pub fn instance_has(&self, base_object: impl AsArg<Object>) -> bool
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Returns [code]true[/code] if [code]base_object[/code] is an instance of this script.
pub fn is_tool(&self) -> bool
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Returns [code]true[/code] if the script is a tool script. A tool script can run in the editor.
pub fn reload(&self, keep_state: bool) -> Result<(), GodotError>
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Reloads the script's class implementation. Returns an error code.
Default Arguments
keep_state
-false
pub fn set_source_code(&self, source: impl Into<GodotString>)
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The script source code or an empty string if source code is not available. When set, does not reload the class implementation automatically.
Methods from Deref<Target = Resource>
pub fn duplicate(&self, subresources: bool) -> Option<Ref<Resource, Shared>>
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Duplicates the resource, returning a new resource. By default, sub-resources are shared between resource copies for efficiency. This can be changed by passing [code]true[/code] to the [code]subresources[/code] argument which will copy the subresources.
[b]Note:[/b] If [code]subresources[/code] is [code]true[/code], 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
pub fn get_local_scene(&self) -> Option<Ref<Node, Shared>>
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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 [code]null[/code].
pub fn name(&self) -> GodotString
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The name of the resource. This is an optional identifier.
pub fn path(&self) -> GodotString
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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.
pub fn get_rid(&self) -> Rid
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Returns the RID of the resource (or an empty RID). Many resources (such as [Texture], [Mesh], etc) are high-level abstractions of resources stored in a server, so this function will return the original RID.
pub fn is_local_to_scene(&self) -> bool
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If [code]true[/code], 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.
pub fn set_local_to_scene(&self, enable: bool)
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If [code]true[/code], 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.
pub fn set_name(&self, name: impl Into<GodotString>)
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The name of the resource. This is an optional identifier.
pub fn set_path(&self, path: impl Into<GodotString>)
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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.
pub fn setup_local_to_scene(&self)
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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.
pub fn take_over_path(&self, path: impl Into<GodotString>)
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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.
Trait Implementations
impl Debug for Script
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impl Deref for Script
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impl DerefMut for Script
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impl GodotObject for Script
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type RefKind = RefCounted
The memory management kind of this type. This modifies the behavior of the
Ref
smart pointer. See its type-level documentation for more
information. Read more
fn class_name() -> &'static str
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fn null() -> Null<Self>
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fn new() -> Ref<Self, Unique> where
Self: Instanciable,
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Self: Instanciable,
fn cast<T>(&self) -> Option<&T> where
T: GodotObject + SubClass<Self>,
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T: GodotObject + SubClass<Self>,
fn upcast<T>(&self) -> &T where
Self: SubClass<T>,
T: GodotObject,
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Self: SubClass<T>,
T: GodotObject,
unsafe fn assume_shared(&self) -> Ref<Self, Shared>
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unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
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Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_unique(&self) -> Ref<Self, Unique>
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impl SubClass<Object> for Script
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impl SubClass<Reference> for Script
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impl SubClass<Resource> for Script
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impl SubClass<Script> for VisualScript
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impl SubClass<Script> for NativeScript
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impl SubClass<Script> for GDScript
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impl SubClass<Script> for PluginScript
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Auto Trait Implementations
impl RefUnwindSafe for Script
impl !Send for Script
impl !Sync for Script
impl Unpin for Script
impl UnwindSafe for Script
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> 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> SubClass<T> for T where
T: GodotObject,
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T: GodotObject,
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>,