Struct TileSet
pub struct TileSet { /* private fields */ }Expand description
Godot class TileSet.
Inherits Resource.
Related symbols:
See also Godot docs for TileSet.
§Construction
This class is reference-counted. You can create a new instance using TileSet::new_gd().
§Godot docs
A TileSet is a library of tiles for a TileMapLayer. A TileSet handles a list of TileSetSource, each of them storing a set of tiles.
Tiles can either be from a TileSetAtlasSource, which renders tiles out of a texture with support for physics, navigation, etc., or from a TileSetScenesCollectionSource, which exposes scene-based tiles.
Tiles are referenced by using three IDs: their source ID, their atlas coordinates ID, and their alternative tile ID.
A TileSet can be configured so that its tiles expose more or fewer properties. To do so, the TileSet resources use property layers, which you can add or remove depending on your needs.
For example, adding a physics layer allows giving collision shapes to your tiles. Each layer has dedicated properties (physics layer and mask), so you may add several TileSet physics layers for each type of collision you need.
See the functions to add new layers for more information.
Implementations§
§impl TileSet
impl TileSet
pub fn get_next_source_id(&self) -> i32
pub fn get_next_source_id(&self) -> i32
Returns a new unused source ID. This generated ID is the same that a call to add_source would return.
pub fn add_source(
&mut self,
source: impl AsArg<Option<Gd<TileSetSource>>>,
) -> i32
pub fn add_source( &mut self, source: impl AsArg<Option<Gd<TileSetSource>>>, ) -> i32
To set the default parameters, use add_source_ex and its builder methods. See the book for detailed usage instructions.
Adds a TileSetSource to the TileSet. If atlas_source_id_override is not -1, also set its source ID. Otherwise, a unique identifier is automatically generated.
The function returns the added source ID or -1 if the source could not be added.
Warning: A source cannot belong to two TileSets at the same time. If the added source was attached to another TileSet, it will be removed from that one.
pub fn add_source_ex<'ex>(
&'ex mut self,
source: impl AsArg<Option<Gd<TileSetSource>>> + 'ex,
) -> ExAddSource<'ex>
pub fn add_source_ex<'ex>( &'ex mut self, source: impl AsArg<Option<Gd<TileSetSource>>> + 'ex, ) -> ExAddSource<'ex>
Adds a TileSetSource to the TileSet. If atlas_source_id_override is not -1, also set its source ID. Otherwise, a unique identifier is automatically generated.
The function returns the added source ID or -1 if the source could not be added.
Warning: A source cannot belong to two TileSets at the same time. If the added source was attached to another TileSet, it will be removed from that one.
pub fn remove_source(&mut self, source_id: i32)
pub fn remove_source(&mut self, source_id: i32)
Removes the source with the given source ID.
pub fn set_source_id(&mut self, source_id: i32, new_source_id: i32)
pub fn set_source_id(&mut self, source_id: i32, new_source_id: i32)
Changes a source’s ID.
pub fn get_source_count(&self) -> i32
pub fn get_source_count(&self) -> i32
Returns the number of TileSetSource in this TileSet.
pub fn get_source_id(&self, index: i32) -> i32
pub fn get_source_id(&self, index: i32) -> i32
Returns the source ID for source with index index.
pub fn has_source(&self, source_id: i32) -> bool
pub fn has_source(&self, source_id: i32) -> bool
Returns if this TileSet has a source for the given source ID.
pub fn get_source(&self, source_id: i32) -> Option<Gd<TileSetSource>>
pub fn get_source(&self, source_id: i32) -> Option<Gd<TileSetSource>>
Returns the TileSetSource with ID source_id.
pub fn set_tile_shape(&mut self, shape: TileShape)
pub fn get_tile_shape(&self) -> TileShape
pub fn set_tile_layout(&mut self, layout: TileLayout)
pub fn get_tile_layout(&self) -> TileLayout
pub fn set_tile_offset_axis(&mut self, alignment: TileOffsetAxis)
pub fn get_tile_offset_axis(&self) -> TileOffsetAxis
pub fn set_tile_size(&mut self, size: Vector2i)
pub fn get_tile_size(&self) -> Vector2i
pub fn set_uv_clipping(&mut self, uv_clipping: bool)
pub fn is_uv_clipping(&self) -> bool
pub fn get_occlusion_layers_count(&self) -> i32
pub fn get_occlusion_layers_count(&self) -> i32
Returns the occlusion layers count.
pub fn add_occlusion_layer(&mut self)
pub fn add_occlusion_layer(&mut self)
To set the default parameters, use add_occlusion_layer_ex and its builder methods. See the book for detailed usage instructions.
Adds an occlusion layer to the TileSet at the given position to_position in the array. If to_position is -1, adds it at the end of the array.
Occlusion layers allow assigning occlusion polygons to atlas tiles.
pub fn add_occlusion_layer_ex<'ex>(&'ex mut self) -> ExAddOcclusionLayer<'ex>
pub fn add_occlusion_layer_ex<'ex>(&'ex mut self) -> ExAddOcclusionLayer<'ex>
Adds an occlusion layer to the TileSet at the given position to_position in the array. If to_position is -1, adds it at the end of the array.
Occlusion layers allow assigning occlusion polygons to atlas tiles.
pub fn move_occlusion_layer(&mut self, layer_index: i32, to_position: i32)
pub fn move_occlusion_layer(&mut self, layer_index: i32, to_position: i32)
Moves the occlusion layer at index layer_index to the given position to_position in the array. Also updates the atlas tiles accordingly.
pub fn remove_occlusion_layer(&mut self, layer_index: i32)
pub fn remove_occlusion_layer(&mut self, layer_index: i32)
Removes the occlusion layer at index layer_index. Also updates the atlas tiles accordingly.
pub fn set_occlusion_layer_light_mask(
&mut self,
layer_index: i32,
light_mask: i32,
)
pub fn set_occlusion_layer_light_mask( &mut self, layer_index: i32, light_mask: i32, )
Sets the occlusion layer (as in the rendering server) for occluders in the given TileSet occlusion layer.
pub fn get_occlusion_layer_light_mask(&self, layer_index: i32) -> i32
pub fn get_occlusion_layer_light_mask(&self, layer_index: i32) -> i32
Returns the light mask of the occlusion layer.
pub fn set_occlusion_layer_sdf_collision(
&mut self,
layer_index: i32,
sdf_collision: bool,
)
pub fn set_occlusion_layer_sdf_collision( &mut self, layer_index: i32, sdf_collision: bool, )
Enables or disables SDF collision for occluders in the given TileSet occlusion layer.
pub fn get_occlusion_layer_sdf_collision(&self, layer_index: i32) -> bool
pub fn get_occlusion_layer_sdf_collision(&self, layer_index: i32) -> bool
Returns if the occluders from this layer use sdf_collision.
pub fn get_physics_layers_count(&self) -> i32
pub fn get_physics_layers_count(&self) -> i32
Returns the physics layers count.
pub fn add_physics_layer(&mut self)
pub fn add_physics_layer(&mut self)
To set the default parameters, use add_physics_layer_ex and its builder methods. See the book for detailed usage instructions.
Adds a physics layer to the TileSet at the given position to_position in the array. If to_position is -1, adds it at the end of the array.
Physics layers allow assigning collision polygons to atlas tiles.
pub fn add_physics_layer_ex<'ex>(&'ex mut self) -> ExAddPhysicsLayer<'ex>
pub fn add_physics_layer_ex<'ex>(&'ex mut self) -> ExAddPhysicsLayer<'ex>
Adds a physics layer to the TileSet at the given position to_position in the array. If to_position is -1, adds it at the end of the array.
Physics layers allow assigning collision polygons to atlas tiles.
pub fn move_physics_layer(&mut self, layer_index: i32, to_position: i32)
pub fn move_physics_layer(&mut self, layer_index: i32, to_position: i32)
Moves the physics layer at index layer_index to the given position to_position in the array. Also updates the atlas tiles accordingly.
pub fn remove_physics_layer(&mut self, layer_index: i32)
pub fn remove_physics_layer(&mut self, layer_index: i32)
Removes the physics layer at index layer_index. Also updates the atlas tiles accordingly.
pub fn set_physics_layer_collision_layer(
&mut self,
layer_index: i32,
layer: u32,
)
pub fn set_physics_layer_collision_layer( &mut self, layer_index: i32, layer: u32, )
Sets the collision layer (as in the physics server) for bodies in the given TileSet physics layer.
pub fn get_physics_layer_collision_layer(&self, layer_index: i32) -> u32
pub fn get_physics_layer_collision_layer(&self, layer_index: i32) -> u32
Returns the collision layer (as in the physics server) bodies on the given TileSet’s physics layer are in.
pub fn set_physics_layer_collision_mask(&mut self, layer_index: i32, mask: u32)
pub fn set_physics_layer_collision_mask(&mut self, layer_index: i32, mask: u32)
Sets the collision mask for bodies in the given TileSet physics layer.
pub fn get_physics_layer_collision_mask(&self, layer_index: i32) -> u32
pub fn get_physics_layer_collision_mask(&self, layer_index: i32) -> u32
Returns the collision mask of bodies on the given TileSet’s physics layer.
pub fn set_physics_layer_collision_priority(
&mut self,
layer_index: i32,
priority: f32,
)
pub fn set_physics_layer_collision_priority( &mut self, layer_index: i32, priority: f32, )
Sets the collision priority for bodies in the given TileSet physics layer.
pub fn get_physics_layer_collision_priority(&self, layer_index: i32) -> f32
pub fn get_physics_layer_collision_priority(&self, layer_index: i32) -> f32
Returns the collision priority of bodies on the given TileSet’s physics layer.
pub fn set_physics_layer_physics_material(
&mut self,
layer_index: i32,
physics_material: impl AsArg<Option<Gd<PhysicsMaterial>>>,
)
pub fn set_physics_layer_physics_material( &mut self, layer_index: i32, physics_material: impl AsArg<Option<Gd<PhysicsMaterial>>>, )
Sets the physics material for bodies in the given TileSet physics layer.
pub fn get_physics_layer_physics_material(
&self,
layer_index: i32,
) -> Option<Gd<PhysicsMaterial>>
pub fn get_physics_layer_physics_material( &self, layer_index: i32, ) -> Option<Gd<PhysicsMaterial>>
Returns the physics material of bodies on the given TileSet’s physics layer.
pub fn get_terrain_sets_count(&self) -> i32
pub fn get_terrain_sets_count(&self) -> i32
Returns the terrain sets count.
pub fn add_terrain_set(&mut self)
pub fn add_terrain_set(&mut self)
To set the default parameters, use add_terrain_set_ex and its builder methods. See the book for detailed usage instructions.
Adds a new terrain set at the given position to_position in the array. If to_position is -1, adds it at the end of the array.
pub fn add_terrain_set_ex<'ex>(&'ex mut self) -> ExAddTerrainSet<'ex>
pub fn add_terrain_set_ex<'ex>(&'ex mut self) -> ExAddTerrainSet<'ex>
Adds a new terrain set at the given position to_position in the array. If to_position is -1, adds it at the end of the array.
pub fn move_terrain_set(&mut self, terrain_set: i32, to_position: i32)
pub fn move_terrain_set(&mut self, terrain_set: i32, to_position: i32)
Moves the terrain set at index terrain_set to the given position to_position in the array. Also updates the atlas tiles accordingly.
pub fn remove_terrain_set(&mut self, terrain_set: i32)
pub fn remove_terrain_set(&mut self, terrain_set: i32)
Removes the terrain set at index terrain_set. Also updates the atlas tiles accordingly.
pub fn set_terrain_set_mode(&mut self, terrain_set: i32, mode: TerrainMode)
pub fn set_terrain_set_mode(&mut self, terrain_set: i32, mode: TerrainMode)
Sets a terrain mode. Each mode determines which bits of a tile shape is used to match the neighboring tiles’ terrains.
pub fn get_terrain_set_mode(&self, terrain_set: i32) -> TerrainMode
pub fn get_terrain_set_mode(&self, terrain_set: i32) -> TerrainMode
Returns a terrain set mode.
pub fn get_terrains_count(&self, terrain_set: i32) -> i32
pub fn get_terrains_count(&self, terrain_set: i32) -> i32
Returns the number of terrains in the given terrain set.
pub fn add_terrain(&mut self, terrain_set: i32)
pub fn add_terrain(&mut self, terrain_set: i32)
To set the default parameters, use add_terrain_ex and its builder methods. See the book for detailed usage instructions.
Adds a new terrain to the given terrain set terrain_set at the given position to_position in the array. If to_position is -1, adds it at the end of the array.
pub fn add_terrain_ex<'ex>(&'ex mut self, terrain_set: i32) -> ExAddTerrain<'ex>
pub fn add_terrain_ex<'ex>(&'ex mut self, terrain_set: i32) -> ExAddTerrain<'ex>
Adds a new terrain to the given terrain set terrain_set at the given position to_position in the array. If to_position is -1, adds it at the end of the array.
pub fn move_terrain(
&mut self,
terrain_set: i32,
terrain_index: i32,
to_position: i32,
)
pub fn move_terrain( &mut self, terrain_set: i32, terrain_index: i32, to_position: i32, )
Moves the terrain at index terrain_index for terrain set terrain_set to the given position to_position in the array. Also updates the atlas tiles accordingly.
pub fn remove_terrain(&mut self, terrain_set: i32, terrain_index: i32)
pub fn remove_terrain(&mut self, terrain_set: i32, terrain_index: i32)
Removes the terrain at index terrain_index in the given terrain set terrain_set. Also updates the atlas tiles accordingly.
pub fn set_terrain_name(
&mut self,
terrain_set: i32,
terrain_index: i32,
name: impl AsArg<GString>,
)
pub fn set_terrain_name( &mut self, terrain_set: i32, terrain_index: i32, name: impl AsArg<GString>, )
Sets a terrain’s name.
pub fn get_terrain_name(&self, terrain_set: i32, terrain_index: i32) -> GString
pub fn get_terrain_name(&self, terrain_set: i32, terrain_index: i32) -> GString
Returns a terrain’s name.
pub fn set_terrain_color(
&mut self,
terrain_set: i32,
terrain_index: i32,
color: Color,
)
pub fn set_terrain_color( &mut self, terrain_set: i32, terrain_index: i32, color: Color, )
Sets a terrain’s color. This color is used for identifying the different terrains in the TileSet editor.
pub fn get_terrain_color(&self, terrain_set: i32, terrain_index: i32) -> Color
pub fn get_terrain_color(&self, terrain_set: i32, terrain_index: i32) -> Color
Returns a terrain’s color.
Returns the navigation layers count.
To set the default parameters, use add_navigation_layer_ex and its builder methods. See the book for detailed usage instructions.
Adds a navigation layer to the TileSet at the given position to_position in the array. If to_position is -1, adds it at the end of the array.
Navigation layers allow assigning a navigable area to atlas tiles.
Adds a navigation layer to the TileSet at the given position to_position in the array. If to_position is -1, adds it at the end of the array.
Navigation layers allow assigning a navigable area to atlas tiles.
Moves the navigation layer at index layer_index to the given position to_position in the array. Also updates the atlas tiles accordingly.
Removes the navigation layer at index layer_index. Also updates the atlas tiles accordingly.
Sets the navigation layers (as in the navigation server) for navigation regions in the given TileSet navigation layer.
Returns the navigation layers (as in the Navigation server) of the given TileSet navigation layer.
Based on value, enables or disables the specified navigation layer of the TileSet navigation data layer identified by the given layer_index, given a navigation_layers layer_number between 1 and 32.
Returns whether or not the specified navigation layer of the TileSet navigation data layer identified by the given layer_index is enabled, given a navigation_layers layer_number between 1 and 32.
pub fn get_custom_data_layers_count(&self) -> i32
pub fn get_custom_data_layers_count(&self) -> i32
Returns the custom data layers count.
pub fn add_custom_data_layer(&mut self)
pub fn add_custom_data_layer(&mut self)
To set the default parameters, use add_custom_data_layer_ex and its builder methods. See the book for detailed usage instructions.
Adds a custom data layer to the TileSet at the given position to_position in the array. If to_position is -1, adds it at the end of the array.
Custom data layers allow assigning custom properties to atlas tiles.
pub fn add_custom_data_layer_ex<'ex>(&'ex mut self) -> ExAddCustomDataLayer<'ex>
pub fn add_custom_data_layer_ex<'ex>(&'ex mut self) -> ExAddCustomDataLayer<'ex>
Adds a custom data layer to the TileSet at the given position to_position in the array. If to_position is -1, adds it at the end of the array.
Custom data layers allow assigning custom properties to atlas tiles.
pub fn move_custom_data_layer(&mut self, layer_index: i32, to_position: i32)
pub fn move_custom_data_layer(&mut self, layer_index: i32, to_position: i32)
Moves the custom data layer at index layer_index to the given position to_position in the array. Also updates the atlas tiles accordingly.
pub fn remove_custom_data_layer(&mut self, layer_index: i32)
pub fn remove_custom_data_layer(&mut self, layer_index: i32)
Removes the custom data layer at index layer_index. Also updates the atlas tiles accordingly.
pub fn get_custom_data_layer_by_name(
&self,
layer_name: impl AsArg<GString>,
) -> i32
pub fn get_custom_data_layer_by_name( &self, layer_name: impl AsArg<GString>, ) -> i32
Returns the index of the custom data layer identified by the given name.
pub fn set_custom_data_layer_name(
&mut self,
layer_index: i32,
layer_name: impl AsArg<GString>,
)
pub fn set_custom_data_layer_name( &mut self, layer_index: i32, layer_name: impl AsArg<GString>, )
Sets the name of the custom data layer identified by the given index. Names are identifiers of the layer therefore if the name is already taken it will fail and raise an error.
pub fn has_custom_data_layer_by_name(
&self,
layer_name: impl AsArg<GString>,
) -> bool
pub fn has_custom_data_layer_by_name( &self, layer_name: impl AsArg<GString>, ) -> bool
Returns if there is a custom data layer named layer_name.
pub fn get_custom_data_layer_name(&self, layer_index: i32) -> GString
pub fn get_custom_data_layer_name(&self, layer_index: i32) -> GString
Returns the name of the custom data layer identified by the given index.
pub fn set_custom_data_layer_type(
&mut self,
layer_index: i32,
layer_type: VariantType,
)
pub fn set_custom_data_layer_type( &mut self, layer_index: i32, layer_type: VariantType, )
Sets the type of the custom data layer identified by the given index.
pub fn get_custom_data_layer_type(&self, layer_index: i32) -> VariantType
pub fn get_custom_data_layer_type(&self, layer_index: i32) -> VariantType
Returns the type of the custom data layer identified by the given index.
pub fn set_source_level_tile_proxy(&mut self, source_from: i32, source_to: i32)
pub fn set_source_level_tile_proxy(&mut self, source_from: i32, source_to: i32)
Creates a source-level proxy for the given source ID. A proxy will map set of tile identifiers to another set of identifiers. Both the atlas coordinates ID and the alternative tile ID are kept the same when using source-level proxies.
Proxied tiles can be automatically replaced in TileMapLayer nodes using the editor.
pub fn get_source_level_tile_proxy(&self, source_from: i32) -> i32
pub fn get_source_level_tile_proxy(&self, source_from: i32) -> i32
Returns the source-level proxy for the given source identifier.
If the TileSet has no proxy for the given identifier, returns -1.
pub fn has_source_level_tile_proxy(&self, source_from: i32) -> bool
pub fn has_source_level_tile_proxy(&self, source_from: i32) -> bool
Returns if there is a source-level proxy for the given source ID.
pub fn remove_source_level_tile_proxy(&mut self, source_from: i32)
pub fn remove_source_level_tile_proxy(&mut self, source_from: i32)
Removes a source-level tile proxy.
pub fn set_coords_level_tile_proxy(
&mut self,
p_source_from: i32,
coords_from: Vector2i,
source_to: i32,
coords_to: Vector2i,
)
pub fn set_coords_level_tile_proxy( &mut self, p_source_from: i32, coords_from: Vector2i, source_to: i32, coords_to: Vector2i, )
Creates a coordinates-level proxy for the given identifiers. A proxy will map set of tile identifiers to another set of identifiers. The alternative tile ID is kept the same when using coordinates-level proxies.
Proxied tiles can be automatically replaced in TileMapLayer nodes using the editor.
pub fn get_coords_level_tile_proxy(
&self,
source_from: i32,
coords_from: Vector2i,
) -> Array<Variant>
pub fn get_coords_level_tile_proxy( &self, source_from: i32, coords_from: Vector2i, ) -> Array<Variant>
Returns the coordinate-level proxy for the given identifiers. The returned array contains the two target identifiers of the proxy (source ID and atlas coordinates ID).
If the TileSet has no proxy for the given identifiers, returns an empty Array.
pub fn has_coords_level_tile_proxy(
&self,
source_from: i32,
coords_from: Vector2i,
) -> bool
pub fn has_coords_level_tile_proxy( &self, source_from: i32, coords_from: Vector2i, ) -> bool
Returns if there is a coodinates-level proxy for the given identifiers.
pub fn remove_coords_level_tile_proxy(
&mut self,
source_from: i32,
coords_from: Vector2i,
)
pub fn remove_coords_level_tile_proxy( &mut self, source_from: i32, coords_from: Vector2i, )
Removes a coordinates-level proxy for the given identifiers.
pub fn set_alternative_level_tile_proxy(
&mut self,
source_from: i32,
coords_from: Vector2i,
alternative_from: i32,
source_to: i32,
coords_to: Vector2i,
alternative_to: i32,
)
pub fn set_alternative_level_tile_proxy( &mut self, source_from: i32, coords_from: Vector2i, alternative_from: i32, source_to: i32, coords_to: Vector2i, alternative_to: i32, )
Create an alternative-level proxy for the given identifiers. A proxy will map set of tile identifiers to another set of identifiers.
Proxied tiles can be automatically replaced in TileMapLayer nodes using the editor.
pub fn get_alternative_level_tile_proxy(
&self,
source_from: i32,
coords_from: Vector2i,
alternative_from: i32,
) -> Array<Variant>
pub fn get_alternative_level_tile_proxy( &self, source_from: i32, coords_from: Vector2i, alternative_from: i32, ) -> Array<Variant>
Returns the alternative-level proxy for the given identifiers. The returned array contains the three proxie’s target identifiers (source ID, atlas coords ID and alternative tile ID).
If the TileSet has no proxy for the given identifiers, returns an empty Array.
pub fn has_alternative_level_tile_proxy(
&self,
source_from: i32,
coords_from: Vector2i,
alternative_from: i32,
) -> bool
pub fn has_alternative_level_tile_proxy( &self, source_from: i32, coords_from: Vector2i, alternative_from: i32, ) -> bool
Returns if there is an alternative-level proxy for the given identifiers.
pub fn remove_alternative_level_tile_proxy(
&mut self,
source_from: i32,
coords_from: Vector2i,
alternative_from: i32,
)
pub fn remove_alternative_level_tile_proxy( &mut self, source_from: i32, coords_from: Vector2i, alternative_from: i32, )
Removes an alternative-level proxy for the given identifiers.
pub fn map_tile_proxy(
&self,
source_from: i32,
coords_from: Vector2i,
alternative_from: i32,
) -> Array<Variant>
pub fn map_tile_proxy( &self, source_from: i32, coords_from: Vector2i, alternative_from: i32, ) -> Array<Variant>
According to the configured proxies, maps the provided identifiers to a new set of identifiers. The source ID, atlas coordinates ID and alternative tile ID are returned as a 3 elements Array.
This function first look for matching alternative-level proxies, then coordinates-level proxies, then source-level proxies.
If no proxy corresponding to provided identifiers are found, returns the same values the ones used as arguments.
pub fn cleanup_invalid_tile_proxies(&mut self)
pub fn cleanup_invalid_tile_proxies(&mut self)
Clears tile proxies pointing to invalid tiles.
pub fn clear_tile_proxies(&mut self)
pub fn clear_tile_proxies(&mut self)
Clears all tile proxies.
pub fn add_pattern(
&mut self,
pattern: impl AsArg<Option<Gd<TileMapPattern>>>,
) -> i32
pub fn add_pattern( &mut self, pattern: impl AsArg<Option<Gd<TileMapPattern>>>, ) -> i32
To set the default parameters, use add_pattern_ex and its builder methods. See the book for detailed usage instructions.
Adds a TileMapPattern to be stored in the TileSet resource. If provided, insert it at the given index.
pub fn add_pattern_ex<'ex>(
&'ex mut self,
pattern: impl AsArg<Option<Gd<TileMapPattern>>> + 'ex,
) -> ExAddPattern<'ex>
pub fn add_pattern_ex<'ex>( &'ex mut self, pattern: impl AsArg<Option<Gd<TileMapPattern>>> + 'ex, ) -> ExAddPattern<'ex>
Adds a TileMapPattern to be stored in the TileSet resource. If provided, insert it at the given index.
pub fn get_pattern(&self) -> Option<Gd<TileMapPattern>>
pub fn get_pattern(&self) -> Option<Gd<TileMapPattern>>
To set the default parameters, use get_pattern_ex and its builder methods. See the book for detailed usage instructions.
Returns the TileMapPattern at the given index.
pub fn get_pattern_ex<'ex>(&'ex self) -> ExGetPattern<'ex>
pub fn get_pattern_ex<'ex>(&'ex self) -> ExGetPattern<'ex>
Returns the TileMapPattern at the given index.
pub fn remove_pattern(&mut self, index: i32)
pub fn remove_pattern(&mut self, index: i32)
Remove the TileMapPattern at the given index.
pub fn get_patterns_count(&self) -> i32
pub fn get_patterns_count(&self) -> i32
Returns the number of TileMapPattern this tile set handles.
Methods from Deref<Target = Resource>§
pub fn set_path(&mut self, path: impl AsArg<GString>)
pub 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
pub 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
pub fn get_rid(&self) -> Rid
pub fn get_rid(&self) -> Rid
Returns the 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.
pub fn set_local_to_scene(&mut self, enable: bool)
pub fn is_local_to_scene(&self) -> bool
pub 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.
pub 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.
pub 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.
pub 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.
pub 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.
pub 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
pub 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()pub 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, 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.
pub 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, 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.
pub 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.
pub 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>§
pub 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
pub 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.
pub 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 on each call.
pub fn get(&self, property: impl AsArg<StringName>) -> Variant
pub fn get(&self, property: impl AsArg<StringName>) -> Variant
Returns the 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 on each call.
pub 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 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 on each call.
pub 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 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 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.
pub fn get_property_list(&self) -> Array<Dictionary<Variant, Variant>>
pub fn get_property_list(&self) -> Array<Dictionary<Variant, Variant>>
Returns the object’s property list as an Array of dictionaries. Each Dictionary contains the following entries:
-
nameis the property’s name, as aString; -
class_nameis an emptyStringName, 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.
pub fn get_method_list(&self) -> Array<Dictionary<Variant, Variant>>
pub fn get_method_list(&self) -> Array<Dictionary<Variant, Variant>>
Returns this object’s methods and their signatures as an Array of dictionaries. Each Dictionary contains the following entries:
-
nameis the name of the method, as aString; -
argsis anArrayof dictionaries representing the arguments; -
default_argsis the default arguments as anArrayof variants; -
flagsis a combination of [enum MethodFlags]; -
idis the method’s internal identifierint; -
returnis the returned value, as aDictionary;
Note: The dictionaries of args and return are formatted identically to the results of get_property_list, although not all entries are used.
pub 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.
pub 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.
pub 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, 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 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.
pub 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 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.
pub 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 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.
pub 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 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.
pub 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 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.
pub 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 of StringNames.
pub 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 of dictionaries, each defining a name String 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 }
])pub 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 of dictionaries, each defining a name String 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 }
])pub 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.
pub 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.
pub 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 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.
pub 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.
pub 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 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.
pub 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.
pub 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.
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 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.
pub 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.
pub 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 on each call.
pub 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 on each call.
pub 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 on each call.
pub 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 on each call.
pub 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 on each call.
pub fn get_signal_list(&self) -> Array<Dictionary<Variant, Variant>>
pub fn get_signal_list(&self) -> Array<Dictionary<Variant, Variant>>
Returns the list of existing signals as an Array of dictionaries.
Note: Due to the implementation, each Dictionary is formatted very similarly to the returned values of get_method_list.
pub fn get_signal_connection_list(
&self,
signal: impl AsArg<StringName>,
) -> Array<Dictionary<Variant, Variant>>
pub fn get_signal_connection_list( &self, signal: impl AsArg<StringName>, ) -> Array<Dictionary<Variant, Variant>>
Returns an Array of connections for the given signal name. Each connection is represented as a Dictionary that contains three entries:
pub fn get_incoming_connections(&self) -> Array<Dictionary<Variant, Variant>>
pub fn get_incoming_connections(&self) -> Array<Dictionary<Variant, Variant>>
Returns an Array of signal connections received by this object. Each connection is represented as a Dictionary that contains three entries:
pub 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.
pub 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 on each call.
pub 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 on each call.
pub 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.
pub 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.
pub 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.
pub 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.
pub 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.
pub 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 translate.
pub 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 translate.
pub 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 translate_plural.
pub 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 translate_plural.
pub fn get_translation_domain(&self) -> StringName
pub fn get_translation_domain(&self) -> StringName
Returns the name of the translation domain used by tr and tr_n. See also TranslationServer.
pub fn set_translation_domain(&mut self, domain: impl AsArg<StringName>)
pub fn set_translation_domain(&mut self, domain: impl AsArg<StringName>)
Sets the name of the translation domain used by tr and tr_n. See also TranslationServer.
pub 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.
pub 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.
pub 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.
pub 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§
§impl Bounds for TileSet
impl Bounds for TileSet
§type Memory = MemRefCounted
type Memory = MemRefCounted
§type Declarer = DeclEngine
type Declarer = DeclEngine
§impl GodotClass for TileSet
impl GodotClass for TileSet
§const INIT_LEVEL: InitLevel = crate::init::InitLevel::Scene
const INIT_LEVEL: InitLevel = crate::init::InitLevel::Scene
§fn class_id() -> ClassId
fn class_id() -> ClassId
§fn inherits<Base>() -> boolwhere
Base: GodotClass,
fn inherits<Base>() -> boolwhere
Base: GodotClass,
§impl Inherits<Object> for TileSet
impl Inherits<Object> for TileSet
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<RefCounted> for TileSet
impl Inherits<RefCounted> for TileSet
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for TileSet
impl Inherits<Resource> for TileSet
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl WithSignals for TileSet
impl WithSignals for TileSet
§type SignalCollection<'c, C: WithSignals> = SignalsOfResource<'c, C>
type SignalCollection<'c, C: WithSignals> = SignalsOfResource<'c, C>
impl GodotDefault for TileSet
Auto Trait Implementations§
impl Freeze for TileSet
impl RefUnwindSafe for TileSet
impl !Send for TileSet
impl !Sync for TileSet
impl Unpin for TileSet
impl UnsafeUnpin for TileSet
impl UnwindSafe for TileSet
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
§impl<T> Inherits<T> for Twhere
T: GodotClass,
impl<T> Inherits<T> for Twhere
T: GodotClass,
§const IS_SAME_CLASS: bool = true
const IS_SAME_CLASS: bool = true
Self == Base. Read more