SceneTree

package
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Published: Feb 9, 2025 License: MIT Imports: 23 Imported by: 0

Documentation

Overview

Package SceneTree provides methods for working with SceneTree object instances.

Index

Constants

This section is empty.

Variables

This section is empty.

Functions

func Add

func Add(node Node.Any)

Add queues the given node to be added to the scene tree.

Types

type Advanced

type Advanced = class

Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.

type Any

type Any interface {
	gd.IsClass
	AsSceneTree() Instance
}

type GroupCallFlags

type GroupCallFlags = gdclass.SceneTreeGroupCallFlags //gd:SceneTree.GroupCallFlags
const (
	/*Call nodes within a group with no special behavior (default).*/
	GroupCallDefault GroupCallFlags = 0
	/*Call nodes within a group in reverse tree hierarchy order (all nested children are called before their respective parent nodes).*/
	GroupCallReverse GroupCallFlags = 1
	/*Call nodes within a group at the end of the current frame (can be either process or physics frame), similar to [method Object.call_deferred].*/
	GroupCallDeferred GroupCallFlags = 2
	/*Call nodes within a group only once, even if the call is executed many times in the same frame. Must be combined with [constant GROUP_CALL_DEFERRED] to work.
	  [b]Note:[/b] Different arguments are not taken into account. Therefore, when the same call is executed with different arguments, only the first call will be performed.*/
	GroupCallUnique GroupCallFlags = 4
)

type Instance

type Instance [1]gdclass.SceneTree

As one of the most important classes, the [SceneTree] manages the hierarchy of nodes in a scene, as well as scenes themselves. Nodes can be added, fetched and removed. The whole scene tree (and thus the current scene) can be paused. Scenes can be loaded, switched and reloaded. You can also use the [SceneTree] to organize your nodes into [b]groups[/b]: every node can be added to as many groups as you want to create, e.g. an "enemy" group. You can then iterate these groups or even call methods and set properties on all the nodes belonging to any given group. [SceneTree] is the default [MainLoop] implementation used by the engine, and is thus in charge of the game loop.

var Nil Instance

Nil is a nil/null instance of the class. Equivalent to the zero value.

func New

func New() Instance

func (Instance) AsMainLoop

func (self Instance) AsMainLoop() MainLoop.Instance

func (Instance) AsObject

func (self Instance) AsObject() [1]gd.Object

func (Instance) AsSceneTree

func (self Instance) AsSceneTree() Instance

func (Instance) AutoAcceptQuit

func (self Instance) AutoAcceptQuit() bool

func (Instance) ChangeSceneToFile

func (self Instance) ChangeSceneToFile(path string) error

Changes the running scene to the one at the given [param path], after loading it into a [PackedScene] and creating a new instance. Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] if that scene cannot be instantiated. [b]Note:[/b] See [method change_scene_to_packed] for details on the order of operations.

func (Instance) ChangeSceneToPacked

func (self Instance) ChangeSceneToPacked(packed_scene [1]gdclass.PackedScene) error

Changes the running scene to a new instance of the given [PackedScene] (which must be valid). Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is invalid. [b]Note:[/b] Operations happen in the following order when [method change_scene_to_packed] is called: 1. The current scene node is immediately removed from the tree. From that point, [method Node.get_tree] called on the current (outgoing) scene will return [code]null[/code]. [member current_scene] will be [code]null[/code], too, because the new scene is not available yet. 2. At the end of the frame, the formerly current scene, already removed from the tree, will be deleted (freed from memory) and then the new scene will be instantiated and added to the tree. [method Node.get_tree] and [member current_scene] will be back to working as usual. This ensures that both scenes aren't running at the same time, while still freeing the previous scene in a safe way similar to [method Node.queue_free].

func (Instance) CreateTimer

func (self Instance) CreateTimer(time_sec Float.X) [1]gdclass.SceneTreeTimer

Returns a new [SceneTreeTimer]. After [param time_sec] in seconds have passed, the timer will emit [signal SceneTreeTimer.timeout] and will be automatically freed. If [param process_always] is [code]false[/code], the timer will be paused when setting [member SceneTree.paused] to [code]true[/code]. If [param process_in_physics] is [code]true[/code], the timer will update at the end of the physics frame, instead of the process frame. If [param ignore_time_scale] is [code]true[/code], the timer will ignore [member Engine.time_scale] and update with the real, elapsed time. This method is commonly used to create a one-shot delay timer, as in the following example: [codeblocks] [gdscript] func some_function():

print("start")
await get_tree().create_timer(1.0).timeout
print("end")

[/gdscript] [csharp] public async Task SomeFunction()

{
    GD.Print("start");
    await ToSignal(GetTree().CreateTimer(1.0f), SceneTreeTimer.SignalName.Timeout);
    GD.Print("end");
}

[/csharp] [/codeblocks] [b]Note:[/b] The timer is always updated [i]after[/i] all of the nodes in the tree. A node's [method Node._process] method would be called before the timer updates (or [method Node._physics_process] if [param process_in_physics] is set to [code]true[/code]).

func (Instance) CreateTween

func (self Instance) CreateTween() [1]gdclass.Tween

Creates and returns a new [Tween] processed in this tree. The Tween will start automatically on the next process frame or physics frame (depending on its [enum Tween.TweenProcessMode]). [b]Note:[/b] A [Tween] created using this method is not bound to any [Node]. It may keep working until there is nothing left to animate. If you want the [Tween] to be automatically killed when the [Node] is freed, use [method Node.create_tween] or [method Tween.bind_node].

func (Instance) CurrentScene

func (self Instance) CurrentScene() [1]gdclass.Node

func (Instance) DebugCollisionsHint

func (self Instance) DebugCollisionsHint() bool

func (Instance) DebugNavigationHint

func (self Instance) DebugNavigationHint() bool

func (Instance) DebugPathsHint

func (self Instance) DebugPathsHint() bool

func (Instance) EditedSceneRoot

func (self Instance) EditedSceneRoot() [1]gdclass.Node

func (Instance) GetFirstNodeInGroup

func (self Instance) GetFirstNodeInGroup(group string) [1]gdclass.Node

Returns the first [Node] found inside the tree, that has been added to the given [param group], in scene hierarchy order. Returns [code]null[/code] if no match is found. See also [method get_nodes_in_group].

func (Instance) GetFrame

func (self Instance) GetFrame() int

Returns how many frames have been processed, since the application started. This is [i]not[/i] a measurement of elapsed time.

func (Instance) GetMultiplayer

func (self Instance) GetMultiplayer() [1]gdclass.MultiplayerAPI

Searches for the [MultiplayerAPI] configured for the given path, if one does not exist it searches the parent paths until one is found. If the path is empty, or none is found, the default one is returned. See [method set_multiplayer].

func (Instance) GetNodeCount

func (self Instance) GetNodeCount() int

Returns the number of nodes inside this tree.

func (Instance) GetNodeCountInGroup

func (self Instance) GetNodeCountInGroup(group string) int

Returns the number of nodes assigned to the given group.

func (Instance) GetNodesInGroup

func (self Instance) GetNodesInGroup(group string) [][1]gdclass.Node

Returns an [Array] containing all nodes inside this tree, that have been added to the given [param group], in scene hierarchy order.

func (Instance) GetProcessedTweens

func (self Instance) GetProcessedTweens() [][1]gdclass.Tween

Returns an [Array] of currently existing [Tween]s in the tree, including paused tweens.

func (Instance) HasGroup

func (self Instance) HasGroup(name string) bool

Returns [code]true[/code] if a node added to the given group [param name] exists in the tree.

func (Instance) MultiplayerPoll

func (self Instance) MultiplayerPoll() bool

func (Instance) NotifyGroup

func (self Instance) NotifyGroup(group string, notification int)

Calls [method Object.notification] with the given [param notification] to all nodes inside this tree added to the [param group]. See also [url=$DOCS_URL/tutorials/best_practices/godot_notifications.html]Godot notifications[/url] and [method call_group] and [method set_group]. [b]Note:[/b] This method acts immediately on all selected nodes at once, which may cause stuttering in some performance-intensive situations.

func (Instance) NotifyGroupFlags

func (self Instance) NotifyGroupFlags(call_flags int, group string, notification int)

Calls [method Object.notification] with the given [param notification] to all nodes inside this tree added to the [param group]. Use [param call_flags] to customize this method's behavior (see [enum GroupCallFlags]).

func (Instance) OnNodeAdded

func (self Instance) OnNodeAdded(cb func(node [1]gdclass.Node))

func (Instance) OnNodeConfigurationWarningChanged

func (self Instance) OnNodeConfigurationWarningChanged(cb func(node [1]gdclass.Node))

func (Instance) OnNodeRemoved

func (self Instance) OnNodeRemoved(cb func(node [1]gdclass.Node))

func (Instance) OnNodeRenamed

func (self Instance) OnNodeRenamed(cb func(node [1]gdclass.Node))

func (Instance) OnPhysicsFrame

func (self Instance) OnPhysicsFrame(cb func())

func (Instance) OnProcessFrame

func (self Instance) OnProcessFrame(cb func())

func (Instance) OnTreeChanged

func (self Instance) OnTreeChanged(cb func())

func (Instance) OnTreeProcessModeChanged

func (self Instance) OnTreeProcessModeChanged(cb func())

func (Instance) Paused

func (self Instance) Paused() bool

func (Instance) PhysicsInterpolation

func (self Instance) PhysicsInterpolation() bool

func (Instance) QueueDelete

func (self Instance) QueueDelete(obj Object.Instance)

Queues the given [param obj] to be deleted, calling its [method Object.free] at the end of the current frame. This method is similar to [method Node.queue_free].

func (Instance) Quit

func (self Instance) Quit()

Quits the application at the end of the current iteration, with the given [param exit_code]. By convention, an exit code of [code]0[/code] indicates success, whereas any other exit code indicates an error. For portability reasons, it should be between [code]0[/code] and [code]125[/code] (inclusive). [b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the [url=https://developer.apple.com/library/archive/qa/qa1561/_index.html]iOS Human Interface Guidelines[/url], the user is expected to close apps via the Home button.

func (Instance) QuitOnGoBack

func (self Instance) QuitOnGoBack() bool

func (Instance) ReloadCurrentScene

func (self Instance) ReloadCurrentScene() error

Reloads the currently active scene, replacing [member current_scene] with a new instance of its original [PackedScene]. Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member current_scene] is defined, [constant ERR_CANT_OPEN] if [member current_scene] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] if the scene cannot be instantiated.

func (Instance) Root

func (self Instance) Root() [1]gdclass.Window

func (Instance) SetAutoAcceptQuit

func (self Instance) SetAutoAcceptQuit(value bool)

func (Instance) SetCurrentScene

func (self Instance) SetCurrentScene(value [1]gdclass.Node)

func (Instance) SetDebugCollisionsHint

func (self Instance) SetDebugCollisionsHint(value bool)

func (Instance) SetDebugNavigationHint

func (self Instance) SetDebugNavigationHint(value bool)

func (Instance) SetDebugPathsHint

func (self Instance) SetDebugPathsHint(value bool)

func (Instance) SetEditedSceneRoot

func (self Instance) SetEditedSceneRoot(value [1]gdclass.Node)

func (Instance) SetGroup

func (self Instance) SetGroup(group string, property string, value any)

Sets the given [param property] to [param value] on all nodes inside this tree added to the given [param group]. Nodes that do not have the [param property] are ignored. See also [method call_group] and [method notify_group]. [b]Note:[/b] This method acts immediately on all selected nodes at once, which may cause stuttering in some performance-intensive situations. [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call.

func (Instance) SetGroupFlags

func (self Instance) SetGroupFlags(call_flags int, group string, property string, value any)

Sets the given [param property] to [param value] on all nodes inside this tree added to the given [param group]. Nodes that do not have the [param property] are ignored. Use [param call_flags] to customize this method's behavior (see [enum GroupCallFlags]). [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call.

func (Instance) SetMultiplayer

func (self Instance) SetMultiplayer(multiplayer [1]gdclass.MultiplayerAPI)

Sets a custom [MultiplayerAPI] with the given [param root_path] (controlling also the relative subpaths), or override the default one if [param root_path] is empty. [b]Note:[/b] No [MultiplayerAPI] must be configured for the subpath containing [param root_path], nested custom multiplayers are not allowed. I.e. if one is configured for [code]"/root/Foo"[/code] setting one for [code]"/root/Foo/Bar"[/code] will cause an error.

func (Instance) SetMultiplayerPoll

func (self Instance) SetMultiplayerPoll(value bool)

func (Instance) SetPaused

func (self Instance) SetPaused(value bool)

func (Instance) SetPhysicsInterpolation

func (self Instance) SetPhysicsInterpolation(value bool)

func (Instance) SetQuitOnGoBack

func (self Instance) SetQuitOnGoBack(value bool)

func (Instance) UnloadCurrentScene

func (self Instance) UnloadCurrentScene()

If a current scene is loaded, calling this method will unload it.

func (*Instance) UnsafePointer

func (self *Instance) UnsafePointer() unsafe.Pointer

func (Instance) Virtual

func (self Instance) Virtual(name string) reflect.Value

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