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	This commit also adds means to manually disable warnings in `code` tags where it's a false positive with the new `skip-lint` attribute. Warnings are now enabled on CI to prevent future errors.
		
			
				
	
	
		
			129 lines
		
	
	
	
		
			5.8 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
			
		
		
	
	
			129 lines
		
	
	
	
		
			5.8 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="PackedScene" inherits="Resource" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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	<brief_description>
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		An abstraction of a serialized scene.
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	</brief_description>
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	<description>
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		A simplified interface to a scene file. Provides access to operations and checks that can be performed on the scene resource itself.
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		Can be used to save a node to a file. When saving, the node as well as all the nodes it owns get saved (see [member Node.owner] property).
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		[b]Note:[/b] The node doesn't need to own itself.
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		[b]Example of loading a saved scene:[/b]
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		[codeblocks]
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		[gdscript]
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		# Use load() instead of preload() if the path isn't known at compile-time.
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		var scene = preload("res://scene.tscn").instantiate()
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		# Add the node as a child of the node the script is attached to.
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		add_child(scene)
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		[/gdscript]
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		[csharp]
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		// C# has no preload, so you have to always use ResourceLoader.Load<PackedScene>().
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		var scene = ResourceLoader.Load<PackedScene>("res://scene.tscn").Instantiate();
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		// Add the node as a child of the node the script is attached to.
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		AddChild(scene);
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		[/csharp]
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		[/codeblocks]
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		[b]Example of saving a node with different owners:[/b] The following example creates 3 objects: [Node2D] ([code]node[/code]), [RigidBody2D] ([code]body[/code]) and [CollisionObject2D] ([code]collision[/code]). [code]collision[/code] is a child of [code]body[/code] which is a child of [code]node[/code]. Only [code]body[/code] is owned by [code]node[/code] and [method pack] will therefore only save those two nodes, but not [code]collision[/code].
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		[codeblocks]
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		[gdscript]
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		# Create the objects.
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		var node = Node2D.new()
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		var body = RigidBody2D.new()
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		var collision = CollisionShape2D.new()
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		# Create the object hierarchy.
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		body.add_child(collision)
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		node.add_child(body)
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		# Change owner of `body`, but not of `collision`.
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		body.owner = node
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		var scene = PackedScene.new()
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		# Only `node` and `body` are now packed.
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		var result = scene.pack(node)
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		if result == OK:
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		    var error = ResourceSaver.save(scene, "res://path/name.tscn")  # Or "user://..."
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		    if error != OK:
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		        push_error("An error occurred while saving the scene to disk.")
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		[/gdscript]
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		[csharp]
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		// Create the objects.
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		var node = new Node2D();
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		var body = new RigidBody2D();
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		var collision = new CollisionShape2D();
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		// Create the object hierarchy.
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		body.AddChild(collision);
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		node.AddChild(body);
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		// Change owner of `body`, but not of `collision`.
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		body.Owner = node;
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		var scene = new PackedScene();
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		// Only `node` and `body` are now packed.
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		Error result = scene.Pack(node);
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		if (result == Error.Ok)
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		{
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		    Error error = ResourceSaver.Save(scene, "res://path/name.tscn"); // Or "user://..."
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		    if (error != Error.Ok)
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		    {
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		        GD.PushError("An error occurred while saving the scene to disk.");
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		    }
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		}
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		[/csharp]
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		[/codeblocks]
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	</description>
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	<tutorials>
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		<link title="2D Role Playing Game Demo">https://godotengine.org/asset-library/asset/520</link>
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	</tutorials>
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	<methods>
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		<method name="can_instantiate" qualifiers="const">
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			<return type="bool" />
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			<description>
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				Returns [code]true[/code] if the scene file has nodes.
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			</description>
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		</method>
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		<method name="get_state" qualifiers="const">
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			<return type="SceneState" />
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			<description>
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				Returns the [SceneState] representing the scene file contents.
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			</description>
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		</method>
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		<method name="instantiate" qualifiers="const">
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			<return type="Node" />
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			<param index="0" name="edit_state" type="int" enum="PackedScene.GenEditState" default="0" />
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			<description>
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				Instantiates the scene's node hierarchy. Triggers child scene instantiation(s). Triggers a [constant Node.NOTIFICATION_SCENE_INSTANTIATED] notification on the root node.
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			</description>
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		</method>
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		<method name="pack">
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			<return type="int" enum="Error" />
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			<param index="0" name="path" type="Node" />
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			<description>
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				Pack will ignore any sub-nodes not owned by given node. See [member Node.owner].
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			</description>
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		</method>
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	</methods>
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	<members>
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		<member name="_bundled" type="Dictionary" setter="_set_bundled_scene" getter="_get_bundled_scene" default="{ "conn_count": 0, "conns": PackedInt32Array(), "editable_instances": [], "names": PackedStringArray(), "node_count": 0, "node_paths": [], "nodes": PackedInt32Array(), "variants": [], "version": 3 }">
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			A dictionary representation of the scene contents.
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			Available keys include "rnames" and "variants" for resources, "node_count", "nodes", "node_paths" for nodes, "editable_instances" for base scene children overrides, "conn_count" and "conns" for signal connections, and "version" for the format style of the PackedScene.
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		</member>
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	</members>
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	<constants>
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		<constant name="GEN_EDIT_STATE_DISABLED" value="0" enum="GenEditState">
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			If passed to [method instantiate], blocks edits to the scene state.
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		</constant>
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		<constant name="GEN_EDIT_STATE_INSTANCE" value="1" enum="GenEditState">
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			If passed to [method instantiate], provides local scene resources to the local scene.
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			[b]Note:[/b] Only available in editor builds.
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		</constant>
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		<constant name="GEN_EDIT_STATE_MAIN" value="2" enum="GenEditState">
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			If passed to [method instantiate], provides local scene resources to the local scene. Only the main scene should receive the main edit state.
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			[b]Note:[/b] Only available in editor builds.
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		</constant>
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		<constant name="GEN_EDIT_STATE_MAIN_INHERITED" value="3" enum="GenEditState">
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			It's similar to [constant GEN_EDIT_STATE_MAIN], but for the case where the scene is being instantiated to be the base of another one.
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			[b]Note:[/b] Only available in editor builds.
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		</constant>
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	</constants>
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</class>
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