Documentation
¶
Overview ¶
Package MissingNode provides methods for working with MissingNode object instances.
Index ¶
- type Advanced
- type Any
- type Instance
- func (self Instance) AsMissingNode() Instance
- func (self Instance) AsNode() Node.Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) OriginalClass() string
- func (self Instance) OriginalScene() string
- func (self Instance) RecordingProperties() bool
- func (self Instance) SetOriginalClass(value string)
- func (self Instance) SetOriginalScene(value string)
- func (self Instance) SetRecordingProperties(value bool)
- func (self *Instance) UnsafePointer() unsafe.Pointer
- func (self Instance) Virtual(name string) reflect.Value
Constants ¶
This section is empty.
Variables ¶
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Functions ¶
This section is empty.
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 Instance ¶
type Instance [1]gdclass.MissingNode
This is an internal editor class intended for keeping data of nodes of unknown type (most likely this type was supplied by an extension that is no longer loaded). It can't be manually instantiated or placed in a scene. [b]Warning:[/b] Ignore missing nodes unless you know what you are doing. Existing properties on a missing node can be freely modified in code, regardless of the type they are intended to be.
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.