pub struct GDScript { /* private fields */ }Expand description
Godot class GDScript.
Inherits Script.
Related symbols:
IGDScript: virtual methods
See also Godot docs for GDScript.
§Construction
This class is reference-counted. You can create a new instance using GDScript::new_gd().
§Godot docs
A script implemented in the GDScript programming language, saved with the .gd extension. The script extends the functionality of all objects that instantiate it.
Calling new_gd creates a new instance of the script. set_script extends an existing object, if that object’s class matches one of the script’s base classes.
If you are looking for GDScript’s built-in functions, see @GDScript instead.
Implementations§
Source§impl GDScript
impl GDScript
Sourcepub fn instantiate(&mut self, varargs: &[Variant]) -> Variant
pub fn instantiate(&mut self, varargs: &[Variant]) -> Variant
Returns a new instance of the script.
var MyClass = load("myclass.gd")
var instance = MyClass.new()
print(instance.get_script() == MyClass) # Prints true§Panics
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will panic in such a case.
Sourcepub fn try_instantiate(
&mut self,
varargs: &[Variant],
) -> Result<Variant, CallError>
pub fn try_instantiate( &mut self, varargs: &[Variant], ) -> Result<Variant, CallError>
§Return type
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will return Err in such a case.
Methods from Deref<Target = Script>§
Sourcepub fn can_instantiate(&self) -> bool
pub fn can_instantiate(&self) -> bool
Returns true if the script can be instantiated.
Sourcepub fn instance_has(&self, base_object: impl AsArg<Option<Gd<Object>>>) -> bool
pub fn instance_has(&self, base_object: impl AsArg<Option<Gd<Object>>>) -> bool
Returns true if base_object is an instance of this script.
Sourcepub fn has_source_code(&self) -> bool
pub fn has_source_code(&self) -> bool
Returns true if the script contains non-empty source code.
Note: If a script does not have source code, this does not mean that it is invalid or unusable. For example, a GDScript that was exported with binary tokenization has no source code, but still behaves as expected and could be instantiated. This can be checked with can_instantiate.
pub fn get_source_code(&self) -> GString
pub fn set_source_code(&mut self, source: impl AsArg<GString>)
Sourcepub fn reload_ex<'ex>(&'ex mut self) -> ExReload<'ex>
pub fn reload_ex<'ex>(&'ex mut self) -> ExReload<'ex>
Reloads the script’s class implementation. Returns an error code.
Sourcepub fn get_base_script(&self) -> Option<Gd<Script>>
pub fn get_base_script(&self) -> Option<Gd<Script>>
Returns the script directly inherited by this script.
Sourcepub fn get_instance_base_type(&self) -> StringName
pub fn get_instance_base_type(&self) -> StringName
Returns the script’s base type.
Sourcepub fn get_global_name(&self) -> StringName
pub fn get_global_name(&self) -> StringName
Returns the class name associated with the script, if there is one. Returns an empty string otherwise.
To give the script a global name, you can use the class_name keyword in GDScript and the [GlobalClass] attribute in C#.
class_name MyNode
extends NodeSourcepub fn has_script_signal(&self, signal_name: impl AsArg<StringName>) -> bool
pub fn has_script_signal(&self, signal_name: impl AsArg<StringName>) -> bool
Returns true if the script, or a base class, defines a signal with the given name.
Sourcepub fn get_script_property_list(&self) -> Array<VarDictionary>
pub fn get_script_property_list(&self) -> Array<VarDictionary>
Returns the list of properties in this Script.
Note: The dictionaries returned by this method are formatted identically to those returned by get_property_list.
Sourcepub fn get_script_method_list(&self) -> Array<VarDictionary>
pub fn get_script_method_list(&self) -> Array<VarDictionary>
Returns the list of methods in this Script.
Note: The dictionaries returned by this method are formatted identically to those returned by get_method_list.
Sourcepub fn get_script_signal_list(&self) -> Array<VarDictionary>
pub fn get_script_signal_list(&self) -> Array<VarDictionary>
Returns the list of signals defined in this Script.
Note: The dictionaries returned by this method are formatted identically to those returned by get_signal_list.
Sourcepub fn get_script_constant_map(&self) -> VarDictionary
pub fn get_script_constant_map(&self) -> VarDictionary
Returns a dictionary containing constant names and their values.
Sourcepub fn get_property_default_value(
&self,
property: impl AsArg<StringName>,
) -> Variant
pub fn get_property_default_value( &self, property: impl AsArg<StringName>, ) -> Variant
Returns the default value of the specified property.
Sourcepub fn is_tool(&self) -> bool
pub fn is_tool(&self) -> bool
Returns true if the script is a tool script. A tool script can run in the editor.
Sourcepub fn is_abstract(&self) -> bool
pub fn is_abstract(&self) -> bool
Returns true if the script is an abstract script. An abstract script does not have a constructor and cannot be instantiated.
Sourcepub fn get_rpc_config(&self) -> Variant
pub fn get_rpc_config(&self) -> Variant
Returns a [Dictionary][crate::builtin::Dictionary] mapping method names to their RPC configuration defined by this script.
Methods from Deref<Target = Resource>§
pub fn set_path(&mut self, path: impl AsArg<GString>)
Sourcepub fn take_over_path(&mut self, path: impl AsArg<GString>)
pub fn take_over_path(&mut self, path: impl AsArg<GString>)
Sets the [member resource_path] to path, potentially overriding an existing cache entry for this path. Further attempts to load an overridden resource by path will instead return this resource.
pub fn get_path(&self) -> GString
Sourcepub fn set_path_cache(&mut self, path: impl AsArg<GString>)
pub fn set_path_cache(&mut self, path: impl AsArg<GString>)
Sets the resource’s path to path without involving the resource cache. Useful for handling [enum ResourceFormatLoader.CacheMode] values when implementing a custom resource format by extending ResourceFormatLoader and ResourceFormatSaver.
pub fn set_name(&mut self, name: impl AsArg<GString>)
pub fn get_name(&self) -> GString
Sourcepub fn get_rid(&self) -> Rid
pub fn get_rid(&self) -> Rid
Returns the [RID][crate::builtin::Rid] of this resource (or an empty RID). Many resources (such as Texture2D, Mesh, and so on) are high-level abstractions of resources stored in a specialized server (DisplayServer, RenderingServer, etc.), so this function will return the original [RID][crate::builtin::Rid].
pub fn set_local_to_scene(&mut self, enable: bool)
pub fn is_local_to_scene(&self) -> bool
Sourcepub fn get_local_scene(&self) -> Option<Gd<Node>>
pub fn get_local_scene(&self) -> Option<Gd<Node>>
If [member resource_local_to_scene] is set to true and the resource has been loaded from a PackedScene instantiation, returns the root Node of the scene where this resource is used. Otherwise, returns null.
Sourcepub fn setup_local_to_scene(&mut self)
pub fn setup_local_to_scene(&mut self)
Calls setup_local_to_scene. If [member resource_local_to_scene] is set to true, this method is automatically called from instantiate by the newly duplicated resource within the scene instance.
Sourcepub fn reset_state(&mut self)
pub fn reset_state(&mut self)
Makes the resource clear its non-exported properties. See also reset_state. Useful when implementing a custom resource format by extending ResourceFormatLoader and ResourceFormatSaver.
Sourcepub fn set_id_for_path(
&mut self,
path: impl AsArg<GString>,
id: impl AsArg<GString>,
)
pub fn set_id_for_path( &mut self, path: impl AsArg<GString>, id: impl AsArg<GString>, )
In the internal cache for scene-unique IDs, sets the ID of this resource to id for the scene at path. If id is empty, the cache entry for path is cleared. Useful to keep scene-unique IDs the same when implementing a VCS-friendly custom resource format by extending ResourceFormatLoader and ResourceFormatSaver.
Note: This method is only implemented when running in an editor context.
Sourcepub fn get_id_for_path(&self, path: impl AsArg<GString>) -> GString
pub fn get_id_for_path(&self, path: impl AsArg<GString>) -> GString
From the internal cache for scene-unique IDs, returns the ID of this resource for the scene at path. If there is no entry, an empty string is returned. Useful to keep scene-unique IDs the same when implementing a VCS-friendly custom resource format by extending ResourceFormatLoader and ResourceFormatSaver.
Note: This method is only implemented when running in an editor context. At runtime, it returns an empty string.
Sourcepub fn is_built_in(&self) -> bool
pub fn is_built_in(&self) -> bool
Returns true if the resource is saved on disk as a part of another resource’s file.
pub fn set_scene_unique_id(&mut self, id: impl AsArg<GString>)
pub fn get_scene_unique_id(&self) -> GString
Sourcepub fn emit_changed(&mut self)
pub fn emit_changed(&mut self)
Emits the changed signal. This method is called automatically for some built-in resources.
Note: For custom resources, it’s recommended to call this method whenever a meaningful change occurs, such as a modified property. This ensures that custom Objects depending on the resource are properly updated.
var damage:
set(new_value):
if damage != new_value:
damage = new_value
emit_changed()Sourcepub fn duplicate(&self) -> Option<Gd<Resource>>
👎Deprecated: Use Gd::duplicate_resource() or Gd::duplicate_resource_ex().
pub fn duplicate(&self) -> Option<Gd<Resource>>
Use Gd::duplicate_resource() or Gd::duplicate_resource_ex().
To set the default parameters, use duplicate_ex and its builder methods. See the book for detailed usage instructions.
Duplicates this resource, returning a new resource with its exported or PropertyUsageFlags::STORAGE properties copied from the original.
If deep is false, a shallow copy is returned: nested [Array][crate::builtin::Array], [Dictionary][crate::builtin::Dictionary], and Resource properties are not duplicated and are shared with the original resource.
If deep is true, a deep copy is returned: all nested arrays, dictionaries, and packed arrays are also duplicated (recursively). Any Resource found inside will only be duplicated if it’s local, like DeepDuplicateMode::INTERNAL used with duplicate_deep.
The following exceptions apply:
-
Subresource properties with the
PropertyUsageFlags::ALWAYS_DUPLICATEflag are always duplicated (recursively or not, depending ondeep). -
Subresource properties with the
PropertyUsageFlags::NEVER_DUPLICATEflag are never duplicated.
Note: For custom resources, this method will fail if init has been defined with required parameters.
Note: When duplicating with deep set to true, each resource found, including the one on which this method is called, will be only duplicated once and referenced as many times as needed in the duplicate. For instance, if you are duplicating resource A that happens to have resource B referenced twice, you’ll get a new resource A’ referencing a new resource B’ twice.
Sourcepub fn duplicate_ex<'ex>(&'ex self) -> ExDuplicate<'ex>
👎Deprecated: Use Gd::duplicate_resource() or Gd::duplicate_resource_ex().
pub fn duplicate_ex<'ex>(&'ex self) -> ExDuplicate<'ex>
Use Gd::duplicate_resource() or Gd::duplicate_resource_ex().
Duplicates this resource, returning a new resource with its exported or PropertyUsageFlags::STORAGE properties copied from the original.
If deep is false, a shallow copy is returned: nested [Array][crate::builtin::Array], [Dictionary][crate::builtin::Dictionary], and Resource properties are not duplicated and are shared with the original resource.
If deep is true, a deep copy is returned: all nested arrays, dictionaries, and packed arrays are also duplicated (recursively). Any Resource found inside will only be duplicated if it’s local, like DeepDuplicateMode::INTERNAL used with duplicate_deep.
The following exceptions apply:
-
Subresource properties with the
PropertyUsageFlags::ALWAYS_DUPLICATEflag are always duplicated (recursively or not, depending ondeep). -
Subresource properties with the
PropertyUsageFlags::NEVER_DUPLICATEflag are never duplicated.
Note: For custom resources, this method will fail if init has been defined with required parameters.
Note: When duplicating with deep set to true, each resource found, including the one on which this method is called, will be only duplicated once and referenced as many times as needed in the duplicate. For instance, if you are duplicating resource A that happens to have resource B referenced twice, you’ll get a new resource A’ referencing a new resource B’ twice.
Sourcepub fn duplicate_deep(&self) -> Option<Gd<Resource>>
👎Deprecated: Use Gd::duplicate_resource() or Gd::duplicate_resource_ex().
pub fn duplicate_deep(&self) -> Option<Gd<Resource>>
Use Gd::duplicate_resource() or Gd::duplicate_resource_ex().
To set the default parameters, use duplicate_deep_ex and its builder methods. See the book for detailed usage instructions.
Duplicates this resource, deeply, like duplicate when passing true, with extra control over how subresources are handled.
Sourcepub fn duplicate_deep_ex<'ex>(&'ex self) -> ExDuplicateDeep<'ex>
👎Deprecated: Use Gd::duplicate_resource() or Gd::duplicate_resource_ex().
pub fn duplicate_deep_ex<'ex>(&'ex self) -> ExDuplicateDeep<'ex>
Use Gd::duplicate_resource() or Gd::duplicate_resource_ex().
Duplicates this resource, deeply, like duplicate when passing true, with extra control over how subresources are handled.
Methods from Deref<Target = RefCounted>§
Sourcepub fn get_reference_count(&self) -> i32
pub fn get_reference_count(&self) -> i32
Returns the current reference count.
Methods from Deref<Target = Object>§
pub fn get_script(&self) -> Option<Gd<Script>>
pub fn set_script(&mut self, script: impl AsArg<Option<Gd<Script>>>)
pub fn connect( &mut self, signal: impl AsArg<StringName>, callable: &Callable, ) -> Error
pub fn connect_flags( &mut self, signal: impl AsArg<StringName>, callable: &Callable, flags: ConnectFlags, ) -> Error
Sourcepub fn get_class(&self) -> GString
pub fn get_class(&self) -> GString
Returns the object’s built-in class name, as a [String][crate::builtin::GString]. See also is_class.
Note: This method ignores class_name declarations. If this object’s script has defined a class_name, the base, built-in class name is returned instead.
Sourcepub fn is_class(&self, class: impl AsArg<GString>) -> bool
pub fn is_class(&self, class: impl AsArg<GString>) -> bool
Returns true if the object inherits from the given class. See also get_class.
var sprite2d = Sprite2D.new()
sprite2d.is_class("Sprite2D") # Returns true
sprite2d.is_class("Node") # Returns true
sprite2d.is_class("Node3D") # Returns falseNote: This method ignores class_name declarations in the object’s script.
Sourcepub fn set(&mut self, property: impl AsArg<StringName>, value: &Variant)
pub fn set(&mut self, property: impl AsArg<StringName>, value: &Variant)
Assigns value to the given property. If the property does not exist or the given value’s type doesn’t match, nothing happens.
var node = Node2D.new()
node.set("global_scale", Vector2(8, 2.5))
print(node.global_scale) # Prints (8.0, 2.5)Note: In C#, property must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the PropertyName class to avoid allocating a new [StringName][crate::builtin::StringName] on each call.
Sourcepub fn get(&self, property: impl AsArg<StringName>) -> Variant
pub fn get(&self, property: impl AsArg<StringName>) -> Variant
Returns the [Variant][crate::builtin::Variant] value of the given property. If the property does not exist, this method returns null.
var node = Node2D.new()
node.rotation = 1.5
var a = node.get("rotation") # a is 1.5Note: In C#, property must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the PropertyName class to avoid allocating a new [StringName][crate::builtin::StringName] on each call.
Sourcepub fn set_indexed(
&mut self,
property_path: impl AsArg<NodePath>,
value: &Variant,
)
pub fn set_indexed( &mut self, property_path: impl AsArg<NodePath>, value: &Variant, )
Assigns a new value to the property identified by the property_path. The path should be a [NodePath][crate::builtin::NodePath] relative to this object, and can use the colon character (:) to access nested properties.
var node = Node2D.new()
node.set_indexed("position", Vector2(42, 0))
node.set_indexed("position:y", -10)
print(node.position) # Prints (42.0, -10.0)Note: In C#, property_path must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the PropertyName class to avoid allocating a new [StringName][crate::builtin::StringName] on each call.
Sourcepub fn get_indexed(&self, property_path: impl AsArg<NodePath>) -> Variant
pub fn get_indexed(&self, property_path: impl AsArg<NodePath>) -> Variant
Gets the object’s property indexed by the given property_path. The path should be a [NodePath][crate::builtin::NodePath] relative to the current object and can use the colon character (:) to access nested properties.
Examples: "position:x" or "material:next_pass:blend_mode".
var node = Node2D.new()
node.position = Vector2(5, -10)
var a = node.get_indexed("position") # a is Vector2(5, -10)
var b = node.get_indexed("position:y") # b is -10Note: In C#, property_path must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the PropertyName class to avoid allocating a new [StringName][crate::builtin::StringName] on each call.
Note: This method does not support actual paths to nodes in the SceneTree, only sub-property paths. In the context of nodes, use get_node_and_resource instead.
Sourcepub fn get_property_list(&self) -> Array<VarDictionary>
pub fn get_property_list(&self) -> Array<VarDictionary>
Returns the object’s property list as an [Array][crate::builtin::Array] of dictionaries. Each [Dictionary][crate::builtin::Dictionary] contains the following entries:
-
nameis the property’s name, as a [String][crate::builtin::GString]; -
class_nameis an empty [StringName][crate::builtin::StringName], unless the property isVariantType::OBJECTand it inherits from a class; -
typeis the property’s type, as anint(see [enum Variant.Type]); -
hintis how the property is meant to be edited (see [enum PropertyHint]); -
hint_stringdepends on the hint (see [enum PropertyHint]); -
usageis a combination of [enum PropertyUsageFlags].
Note: In GDScript, all class members are treated as properties. In C# and GDExtension, it may be necessary to explicitly mark class members as Godot properties using decorators or attributes.
Sourcepub fn get_method_list(&self) -> Array<VarDictionary>
pub fn get_method_list(&self) -> Array<VarDictionary>
Returns this object’s methods and their signatures as an [Array][crate::builtin::Array] of dictionaries. Each [Dictionary][crate::builtin::Dictionary] contains the following entries:
-
nameis the name of the method, as a [String][crate::builtin::GString]; -
argsis an [Array][crate::builtin::Array] of dictionaries representing the arguments; -
default_argsis the default arguments as an [Array][crate::builtin::Array] of variants; -
flagsis a combination of [enum MethodFlags]; -
idis the method’s internal identifierint; -
returnis the returned value, as a [Dictionary][crate::builtin::Dictionary];
Note: The dictionaries of args and return are formatted identically to the results of get_property_list, although not all entries are used.
Sourcepub fn property_can_revert(&self, property: impl AsArg<StringName>) -> bool
pub fn property_can_revert(&self, property: impl AsArg<StringName>) -> bool
Returns true if the given property has a custom default value. Use property_get_revert to get the property’s default value.
Note: This method is used by the Inspector dock to display a revert icon. The object must implement [method _property_can_revert] to customize the default value. If [method _property_can_revert] is not implemented, this method returns false.
Sourcepub fn property_get_revert(&self, property: impl AsArg<StringName>) -> Variant
pub fn property_get_revert(&self, property: impl AsArg<StringName>) -> Variant
Returns the custom default value of the given property. Use property_can_revert to check if the property has a custom default value.
Note: This method is used by the Inspector dock to display a revert icon. The object must implement [method _property_get_revert] to customize the default value. If [method _property_get_revert] is not implemented, this method returns null.
Sourcepub fn set_meta(&mut self, name: impl AsArg<StringName>, value: &Variant)
pub fn set_meta(&mut self, name: impl AsArg<StringName>, value: &Variant)
Adds or changes the entry name inside the object’s metadata. The metadata value can be any [Variant][crate::builtin::Variant], although some types cannot be serialized correctly.
If value is null, the entry is removed. This is the equivalent of using remove_meta. See also has_meta and get_meta.
Note: A metadata’s name must be a valid identifier as per [is_valid_identifier][crate::builtin::StringName::is_valid_identifier] method.
Note: Metadata that has a name starting with an underscore (_) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.
Sourcepub fn remove_meta(&mut self, name: impl AsArg<StringName>)
pub fn remove_meta(&mut self, name: impl AsArg<StringName>)
Removes the given entry name from the object’s metadata. See also has_meta, get_meta and set_meta.
Note: A metadata’s name must be a valid identifier as per [is_valid_identifier][crate::builtin::StringName::is_valid_identifier] method.
Note: Metadata that has a name starting with an underscore (_) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.
Sourcepub fn get_meta(&self, name: impl AsArg<StringName>) -> Variant
pub fn get_meta(&self, name: impl AsArg<StringName>) -> Variant
To set the default parameters, use get_meta_ex and its builder methods. See the book for detailed usage instructions.
Returns the object’s metadata value for the given entry name. If the entry does not exist, returns default. If default is null, an error is also generated.
Note: A metadata’s name must be a valid identifier as per [is_valid_identifier][crate::builtin::StringName::is_valid_identifier] method.
Note: Metadata that has a name starting with an underscore (_) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.
Sourcepub fn get_meta_ex<'ex>(
&'ex self,
name: impl AsArg<StringName> + 'ex,
) -> ExGetMeta<'ex>
pub fn get_meta_ex<'ex>( &'ex self, name: impl AsArg<StringName> + 'ex, ) -> ExGetMeta<'ex>
Returns the object’s metadata value for the given entry name. If the entry does not exist, returns default. If default is null, an error is also generated.
Note: A metadata’s name must be a valid identifier as per [is_valid_identifier][crate::builtin::StringName::is_valid_identifier] method.
Note: Metadata that has a name starting with an underscore (_) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.
Sourcepub fn has_meta(&self, name: impl AsArg<StringName>) -> bool
pub fn has_meta(&self, name: impl AsArg<StringName>) -> bool
Returns true if a metadata entry is found with the given name. See also get_meta, set_meta and remove_meta.
Note: A metadata’s name must be a valid identifier as per [is_valid_identifier][crate::builtin::StringName::is_valid_identifier] method.
Note: Metadata that has a name starting with an underscore (_) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.
Sourcepub fn get_meta_list(&self) -> Array<StringName>
pub fn get_meta_list(&self) -> Array<StringName>
Returns the object’s metadata entry names as an [Array][crate::builtin::Array] of [StringName][crate::builtin::StringName]s.
Sourcepub fn add_user_signal(&mut self, signal: impl AsArg<GString>)
pub fn add_user_signal(&mut self, signal: impl AsArg<GString>)
To set the default parameters, use add_user_signal_ex and its builder methods. See the book for detailed usage instructions.
Adds a user-defined signal named signal. Optional arguments for the signal can be added as an [Array][crate::builtin::Array] of dictionaries, each defining a name [String][crate::builtin::GString] and a type int (see [enum Variant.Type]). See also has_user_signal and remove_user_signal.
add_user_signal("hurt", [
{ "name": "damage", "type": TYPE_INT },
{ "name": "source", "type": TYPE_OBJECT }
])Sourcepub fn add_user_signal_ex<'ex>(
&'ex mut self,
signal: impl AsArg<GString> + 'ex,
) -> ExAddUserSignal<'ex>
pub fn add_user_signal_ex<'ex>( &'ex mut self, signal: impl AsArg<GString> + 'ex, ) -> ExAddUserSignal<'ex>
Adds a user-defined signal named signal. Optional arguments for the signal can be added as an [Array][crate::builtin::Array] of dictionaries, each defining a name [String][crate::builtin::GString] and a type int (see [enum Variant.Type]). See also has_user_signal and remove_user_signal.
add_user_signal("hurt", [
{ "name": "damage", "type": TYPE_INT },
{ "name": "source", "type": TYPE_OBJECT }
])Sourcepub fn has_user_signal(&self, signal: impl AsArg<StringName>) -> bool
pub fn has_user_signal(&self, signal: impl AsArg<StringName>) -> bool
Returns true if the given user-defined signal name exists. Only signals added with add_user_signal are included. See also remove_user_signal.
Sourcepub fn remove_user_signal(&mut self, signal: impl AsArg<StringName>)
pub fn remove_user_signal(&mut self, signal: impl AsArg<StringName>)
Removes the given user signal signal from the object. See also add_user_signal and has_user_signal.
Sourcepub fn emit_signal(
&mut self,
signal: impl AsArg<StringName>,
varargs: &[Variant],
) -> Error
pub fn emit_signal( &mut self, signal: impl AsArg<StringName>, varargs: &[Variant], ) -> Error
Emits the given signal by name. The signal must exist, so it should be a built-in signal of this class or one of its inherited classes, or a user-defined signal (see add_user_signal). This method supports a variable number of arguments, so parameters can be passed as a comma separated list.
Returns Error::ERR_UNAVAILABLE if signal does not exist or the parameters are invalid.
emit_signal("hit", "sword", 100)
emit_signal("game_over")Note: In C#, signal must be in snake_case when referring to built-in Godot signals. Prefer using the names exposed in the SignalName class to avoid allocating a new [StringName][crate::builtin::StringName] on each call.
§Panics
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will panic in such a case.
Sourcepub fn try_emit_signal(
&mut self,
signal: impl AsArg<StringName>,
varargs: &[Variant],
) -> Result<Error, CallError>
pub fn try_emit_signal( &mut self, signal: impl AsArg<StringName>, varargs: &[Variant], ) -> Result<Error, CallError>
§Return type
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will return Err in such a case.
Sourcepub fn call(
&mut self,
method: impl AsArg<StringName>,
varargs: &[Variant],
) -> Variant
pub fn call( &mut self, method: impl AsArg<StringName>, varargs: &[Variant], ) -> Variant
Calls the method on the object and returns the result. This method supports a variable number of arguments, so parameters can be passed as a comma separated list.
var node = Node3D.new()
node.call("rotate", Vector3(1.0, 0.0, 0.0), 1.571)Note: In C#, method must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the MethodName class to avoid allocating a new [StringName][crate::builtin::StringName] on each call.
§Panics
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will panic in such a case.
Sourcepub fn try_call(
&mut self,
method: impl AsArg<StringName>,
varargs: &[Variant],
) -> Result<Variant, CallError>
pub fn try_call( &mut self, method: impl AsArg<StringName>, varargs: &[Variant], ) -> Result<Variant, CallError>
§Return type
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will return Err in such a case.
Sourcepub fn call_deferred(
&mut self,
method: impl AsArg<StringName>,
varargs: &[Variant],
) -> Variant
pub fn call_deferred( &mut self, method: impl AsArg<StringName>, varargs: &[Variant], ) -> Variant
Calls the method on the object during idle time. Always returns null, not the method’s result.
Idle time happens mainly at the end of process and physics frames. In it, deferred calls will be run until there are none left, which means you can defer calls from other deferred calls and they’ll still be run in the current idle time cycle. This means you should not call a method deferred from itself (or from a method called by it), as this causes infinite recursion the same way as if you had called the method directly.
This method supports a variable number of arguments, so parameters can be passed as a comma separated list.
var node = Node3D.new()
node.call_deferred("rotate", Vector3(1.0, 0.0, 0.0), 1.571)For methods that are deferred from the same thread, the order of execution at idle time is identical to the order in which call_deferred was called.
See also [call_deferred][crate::builtin::Callable::call_deferred].
Note: In C#, method must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the MethodName class to avoid allocating a new [StringName][crate::builtin::StringName] on each call.
Note: If you’re looking to delay the function call by a frame, refer to the SceneTree.process_frame and SceneTree.physics_frame signals.
var node = Node3D.new()
# Make a Callable and bind the arguments to the node's rotate() call.
var callable = node.rotate.bind(Vector3(1.0, 0.0, 0.0), 1.571)
# Connect the callable to the process_frame signal, so it gets called in the next process frame.
# CONNECT_ONE_SHOT makes sure it only gets called once instead of every frame.
get_tree().process_frame.connect(callable, CONNECT_ONE_SHOT)§Panics
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will panic in such a case.
Sourcepub fn try_call_deferred(
&mut self,
method: impl AsArg<StringName>,
varargs: &[Variant],
) -> Result<Variant, CallError>
pub fn try_call_deferred( &mut self, method: impl AsArg<StringName>, varargs: &[Variant], ) -> Result<Variant, CallError>
§Return type
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will return Err in such a case.
Sourcepub fn set_deferred(
&mut self,
property: impl AsArg<StringName>,
value: &Variant,
)
pub fn set_deferred( &mut self, property: impl AsArg<StringName>, value: &Variant, )
Assigns value to the given property, at the end of the current frame. This is equivalent to calling set through call_deferred.
var node = Node2D.new()
add_child(node)
node.rotation = 1.5
node.set_deferred("rotation", 3.0)
print(node.rotation) # Prints 1.5
await get_tree().process_frame
print(node.rotation) # Prints 3.0Note: In C#, property must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the PropertyName class to avoid allocating a new [StringName][crate::builtin::StringName] on each call.
Sourcepub fn callv(
&mut self,
method: impl AsArg<StringName>,
arg_array: &AnyArray,
) -> Variant
pub fn callv( &mut self, method: impl AsArg<StringName>, arg_array: &AnyArray, ) -> Variant
Calls the method on the object and returns the result. Unlike call, this method expects all parameters to be contained inside arg_array.
var node = Node3D.new()
node.callv("rotate", [Vector3(1.0, 0.0, 0.0), 1.571])Note: In C#, method must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the MethodName class to avoid allocating a new [StringName][crate::builtin::StringName] on each call.
Sourcepub fn has_method(&self, method: impl AsArg<StringName>) -> bool
pub fn has_method(&self, method: impl AsArg<StringName>) -> bool
Returns true if the given method name exists in the object.
Note: In C#, method must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the MethodName class to avoid allocating a new [StringName][crate::builtin::StringName] on each call.
Sourcepub fn get_method_argument_count(&self, method: impl AsArg<StringName>) -> i32
pub fn get_method_argument_count(&self, method: impl AsArg<StringName>) -> i32
Returns the number of arguments of the given method by name.
Note: In C#, method must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the MethodName class to avoid allocating a new [StringName][crate::builtin::StringName] on each call.
Sourcepub fn has_signal(&self, signal: impl AsArg<StringName>) -> bool
pub fn has_signal(&self, signal: impl AsArg<StringName>) -> bool
Returns true if the given signal name exists in the object.
Note: In C#, signal must be in snake_case when referring to built-in Godot signals. Prefer using the names exposed in the SignalName class to avoid allocating a new [StringName][crate::builtin::StringName] on each call.
Sourcepub fn get_signal_list(&self) -> Array<VarDictionary>
pub fn get_signal_list(&self) -> Array<VarDictionary>
Returns the list of existing signals as an [Array][crate::builtin::Array] of dictionaries.
Note: Due to the implementation, each [Dictionary][crate::builtin::Dictionary] is formatted very similarly to the returned values of get_method_list.
Sourcepub fn get_signal_connection_list(
&self,
signal: impl AsArg<StringName>,
) -> Array<VarDictionary>
pub fn get_signal_connection_list( &self, signal: impl AsArg<StringName>, ) -> Array<VarDictionary>
Returns an [Array][crate::builtin::Array] of connections for the given signal name. Each connection is represented as a [Dictionary][crate::builtin::Dictionary] that contains three entries:
-
signalis a reference to the [Signal][crate::builtin::Signal]; -
callableis a reference to the connected [Callable][crate::builtin::Callable]; -
flagsis a combination of [enum ConnectFlags].
Sourcepub fn get_incoming_connections(&self) -> Array<VarDictionary>
pub fn get_incoming_connections(&self) -> Array<VarDictionary>
Returns an [Array][crate::builtin::Array] of signal connections received by this object. Each connection is represented as a [Dictionary][crate::builtin::Dictionary] that contains three entries:
-
signalis a reference to the [Signal][crate::builtin::Signal]; -
callableis a reference to the [Callable][crate::builtin::Callable]; -
flagsis a combination of [enum ConnectFlags].
Sourcepub fn disconnect(
&mut self,
signal: impl AsArg<StringName>,
callable: &Callable,
)
pub fn disconnect( &mut self, signal: impl AsArg<StringName>, callable: &Callable, )
Disconnects a signal by name from a given callable. If the connection does not exist, generates an error. Use is_connected to make sure that the connection exists.
Sourcepub fn is_connected(
&self,
signal: impl AsArg<StringName>,
callable: &Callable,
) -> bool
pub fn is_connected( &self, signal: impl AsArg<StringName>, callable: &Callable, ) -> bool
Returns true if a connection exists between the given signal name and callable.
Note: In C#, signal must be in snake_case when referring to built-in Godot signals. Prefer using the names exposed in the SignalName class to avoid allocating a new [StringName][crate::builtin::StringName] on each call.
Sourcepub fn has_connections(&self, signal: impl AsArg<StringName>) -> bool
pub fn has_connections(&self, signal: impl AsArg<StringName>) -> bool
Returns true if any connection exists on the given signal name.
Note: In C#, signal must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the SignalName class to avoid allocating a new [StringName][crate::builtin::StringName] on each call.
Sourcepub fn set_block_signals(&mut self, enable: bool)
pub fn set_block_signals(&mut self, enable: bool)
If set to true, the object becomes unable to emit signals. As such, emit_signal and signal connections will not work, until it is set to false.
Sourcepub fn is_blocking_signals(&self) -> bool
pub fn is_blocking_signals(&self) -> bool
Returns true if the object is blocking its signals from being emitted. See set_block_signals.
Sourcepub fn notify_property_list_changed(&mut self)
pub fn notify_property_list_changed(&mut self)
Emits the property_list_changed signal. This is mainly used to refresh the editor, so that the Inspector and editor plugins are properly updated.
Sourcepub fn set_message_translation(&mut self, enable: bool)
pub fn set_message_translation(&mut self, enable: bool)
If set to true, allows the object to translate messages with tr and tr_n. Enabled by default. See also can_translate_messages.
Sourcepub fn can_translate_messages(&self) -> bool
pub fn can_translate_messages(&self) -> bool
Returns true if the object is allowed to translate messages with tr and tr_n. See also set_message_translation.
Sourcepub fn tr(&self, message: impl AsArg<StringName>) -> GString
pub fn tr(&self, message: impl AsArg<StringName>) -> GString
To set the default parameters, use tr_ex and its builder methods. See the book for detailed usage instructions.
Translates a message, using the translation catalogs configured in the Project Settings. Further context can be specified to help with the translation. Note that most Control nodes automatically translate their strings, so this method is mostly useful for formatted strings or custom drawn text.
If can_translate_messages is false, or no translation is available, this method returns the message without changes. See set_message_translation.
For detailed examples, see Internationalizing games.
Note: This method can’t be used without an Object instance, as it requires the can_translate_messages method. To translate strings in a static context, use [method TranslationServer.translate].
Sourcepub fn tr_ex<'ex>(&'ex self, message: impl AsArg<StringName> + 'ex) -> ExTr<'ex>
pub fn tr_ex<'ex>(&'ex self, message: impl AsArg<StringName> + 'ex) -> ExTr<'ex>
Translates a message, using the translation catalogs configured in the Project Settings. Further context can be specified to help with the translation. Note that most Control nodes automatically translate their strings, so this method is mostly useful for formatted strings or custom drawn text.
If can_translate_messages is false, or no translation is available, this method returns the message without changes. See set_message_translation.
For detailed examples, see Internationalizing games.
Note: This method can’t be used without an Object instance, as it requires the can_translate_messages method. To translate strings in a static context, use [method TranslationServer.translate].
Sourcepub fn tr_n(
&self,
message: impl AsArg<StringName>,
plural_message: impl AsArg<StringName>,
n: i32,
) -> GString
pub fn tr_n( &self, message: impl AsArg<StringName>, plural_message: impl AsArg<StringName>, n: i32, ) -> GString
To set the default parameters, use tr_n_ex and its builder methods. See the book for detailed usage instructions.
Translates a message or plural_message, using the translation catalogs configured in the Project Settings. Further context can be specified to help with the translation.
If can_translate_messages is false, or no translation is available, this method returns message or plural_message, without changes. See set_message_translation.
The n is the number, or amount, of the message’s subject. It is used by the translation system to fetch the correct plural form for the current language.
For detailed examples, see Localization using gettext.
Note: Negative and float numbers may not properly apply to some countable subjects. It’s recommended to handle these cases with tr.
Note: This method can’t be used without an Object instance, as it requires the can_translate_messages method. To translate strings in a static context, use [method TranslationServer.translate_plural].
Sourcepub fn tr_n_ex<'ex>(
&'ex self,
message: impl AsArg<StringName> + 'ex,
plural_message: impl AsArg<StringName> + 'ex,
n: i32,
) -> ExTrN<'ex>
pub fn tr_n_ex<'ex>( &'ex self, message: impl AsArg<StringName> + 'ex, plural_message: impl AsArg<StringName> + 'ex, n: i32, ) -> ExTrN<'ex>
Translates a message or plural_message, using the translation catalogs configured in the Project Settings. Further context can be specified to help with the translation.
If can_translate_messages is false, or no translation is available, this method returns message or plural_message, without changes. See set_message_translation.
The n is the number, or amount, of the message’s subject. It is used by the translation system to fetch the correct plural form for the current language.
For detailed examples, see Localization using gettext.
Note: Negative and float numbers may not properly apply to some countable subjects. It’s recommended to handle these cases with tr.
Note: This method can’t be used without an Object instance, as it requires the can_translate_messages method. To translate strings in a static context, use [method TranslationServer.translate_plural].
Sourcepub fn get_translation_domain(&self) -> StringName
pub fn get_translation_domain(&self) -> StringName
Sourcepub fn set_translation_domain(&mut self, domain: impl AsArg<StringName>)
pub fn set_translation_domain(&mut self, domain: impl AsArg<StringName>)
Sourcepub fn is_queued_for_deletion(&self) -> bool
pub fn is_queued_for_deletion(&self) -> bool
Returns true if the queue_free method was called for the object.
Sourcepub fn cancel_free(&mut self)
pub fn cancel_free(&mut self)
If this method is called during ObjectNotification::PREDELETE, this object will reject being freed and will remain allocated. This is mostly an internal function used for error handling to avoid the user from freeing objects when they are not intended to.
Sourcepub fn notify(&mut self, what: ObjectNotification)
pub fn notify(&mut self, what: ObjectNotification)
⚠️ Sends a Godot notification to all classes inherited by the object.
Triggers calls to on_notification(), and depending on the notification, also to Godot’s lifecycle callbacks such as ready().
Starts from the highest ancestor (the Object class) and goes down the hierarchy.
See also Godot docs for Object::notification().
§Panics
If you call this method on a user-defined object while holding a GdRef or GdMut guard on the instance, you will encounter
a panic. The reason is that the receiving virtual method on_notification() acquires a GdMut lock dynamically, which must
be exclusive.
Sourcepub fn notify_reversed(&mut self, what: ObjectNotification)
pub fn notify_reversed(&mut self, what: ObjectNotification)
⚠️ Like Self::notify(), but starts at the most-derived class and goes up the hierarchy.
See docs of that method, including the panics.
Trait Implementations§
Source§impl Bounds for GDScript
impl Bounds for GDScript
Source§type Memory = MemRefCounted
type Memory = MemRefCounted
Source§type Declarer = DeclEngine
type Declarer = DeclEngine
Source§impl GodotClass for GDScript
impl GodotClass for GDScript
impl GodotDefault for GDScript
Source§impl Inherits<Object> for GDScript
impl Inherits<Object> for GDScript
Source§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read moreSource§impl Inherits<RefCounted> for GDScript
impl Inherits<RefCounted> for GDScript
Source§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read moreSource§impl Inherits<Resource> for GDScript
impl Inherits<Resource> for GDScript
Source§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read moreSource§impl Inherits<Script> for GDScript
impl Inherits<Script> for GDScript
Source§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read moreSource§impl WithSignals for GDScript
impl WithSignals for GDScript
Source§type SignalCollection<'c, C: WithSignals> = SignalsOfResource<'c, C>
type SignalCollection<'c, C: WithSignals> = SignalsOfResource<'c, C>
Auto Trait Implementations§
impl !Send for GDScript
impl !Sync for GDScript
impl Freeze for GDScript
impl RefUnwindSafe for GDScript
impl Unpin for GDScript
impl UnsafeUnpin for GDScript
impl UnwindSafe for GDScript
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Source§impl<T> Inherits<T> for Twhere
T: GodotClass,
impl<T> Inherits<T> for Twhere
T: GodotClass,
Source§const IS_SAME_CLASS: bool = const IS_SAME_CLASS: bool = true;
const IS_SAME_CLASS: bool = const IS_SAME_CLASS: bool = true;
Self == Base. Read more