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Bind SceneState methods get_path and get_base_scene_state
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2 changed files with 14 additions and 0 deletions
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@ -10,6 +10,12 @@
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<tutorials>
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<tutorials>
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</tutorials>
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</tutorials>
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<methods>
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<methods>
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<method name="get_base_scene_state" qualifiers="const">
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<return type="SceneState" />
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<description>
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Returns the [SceneState] of the scene that this scene inherits from, or [code]null[/code] if it doesn't inherit from any scene.
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</description>
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</method>
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<method name="get_connection_binds" qualifiers="const">
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<method name="get_connection_binds" qualifiers="const">
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<return type="Array" />
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<return type="Array" />
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<param index="0" name="idx" type="int" />
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<param index="0" name="idx" type="int" />
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@ -155,6 +161,12 @@
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Returns the type of the node at [param idx].
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Returns the type of the node at [param idx].
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</description>
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</description>
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</method>
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</method>
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<method name="get_path" qualifiers="const">
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<return type="String" />
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<description>
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Returns the resource path to the represented [PackedScene].
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</description>
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</method>
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<method name="is_node_instance_placeholder" qualifiers="const">
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<method name="is_node_instance_placeholder" qualifiers="const">
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<return type="bool" />
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<return type="bool" />
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<param index="0" name="idx" type="int" />
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<param index="0" name="idx" type="int" />
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@ -2092,6 +2092,8 @@ Vector<String> SceneState::_get_node_groups(int p_idx) const {
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void SceneState::_bind_methods() {
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void SceneState::_bind_methods() {
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//unbuild API
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//unbuild API
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ClassDB::bind_method(D_METHOD("get_path"), &SceneState::get_path);
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ClassDB::bind_method(D_METHOD("get_base_scene_state"), &SceneState::get_base_scene_state);
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ClassDB::bind_method(D_METHOD("get_node_count"), &SceneState::get_node_count);
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ClassDB::bind_method(D_METHOD("get_node_count"), &SceneState::get_node_count);
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ClassDB::bind_method(D_METHOD("get_node_type", "idx"), &SceneState::get_node_type);
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ClassDB::bind_method(D_METHOD("get_node_type", "idx"), &SceneState::get_node_type);
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ClassDB::bind_method(D_METHOD("get_node_name", "idx"), &SceneState::get_node_name);
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ClassDB::bind_method(D_METHOD("get_node_name", "idx"), &SceneState::get_node_name);
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