Struct Resource
pub struct Resource { /* private fields */ }Expand description
Godot class Resource.
Inherits RefCounted.
Related symbols:
resource: sidecar module with related enum/flag typesIResource: virtual methodsSignalsOfResource: signal collection
See also Godot docs for Resource.
§Construction
This class is reference-counted. You can create a new instance using Resource::new_gd().
§Godot docs
Resource is the base class for all Godot-specific resource types, serving primarily as data containers. Since they inherit from RefCounted, resources are reference-counted and freed when no longer in use. They can also be nested within other resources, and saved on disk. PackedScene, one of the most common Objects in a Godot project, is also a resource, uniquely capable of storing and instantiating the Nodes it contains as many times as desired.
In GDScript, resources can loaded from disk by their [member resource_path] using load or [method @GDScript.preload].
The engine keeps a global cache of all loaded resources, referenced by paths (see has_cached). A resource will be cached when loaded for the first time and removed from cache once all references are released. When a resource is cached, subsequent loads using its path will return the cached reference.
Note: In C#, resources will not be freed instantly after they are no longer in use. Instead, garbage collection will run periodically and will free resources that are no longer in use. This means that unused resources will remain in memory for a while before being removed.
Implementations§
§impl Resource
impl 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 generate_scene_unique_id() -> GString
pub fn generate_scene_unique_id() -> GString
Generates a unique identifier for a resource to be contained inside a PackedScene, based on the current date, time, and a random value. The returned string is only composed of letters (a to y) and numbers (0 to 8). See also [member resource_scene_unique_id].
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 Resource
impl Bounds for Resource
§type Memory = MemRefCounted
type Memory = MemRefCounted
§type Declarer = DeclEngine
type Declarer = DeclEngine
§impl GodotClass for Resource
impl GodotClass for Resource
§const INIT_LEVEL: InitLevel = crate::init::InitLevel::Core
const INIT_LEVEL: InitLevel = crate::init::InitLevel::Core
§type Base = RefCounted
type Base = RefCounted
T. This is always a Godot engine class.§fn class_id() -> ClassId
fn class_id() -> ClassId
§fn inherits<Base>() -> boolwhere
Base: GodotClass,
fn inherits<Base>() -> boolwhere
Base: GodotClass,
§impl Inherits<Object> for Resource
impl Inherits<Object> for Resource
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<RefCounted> for Resource
impl Inherits<RefCounted> for Resource
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AnimatedTexture
impl Inherits<Resource> for AnimatedTexture
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for Animation
impl Inherits<Resource> for Animation
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AnimationLibrary
impl Inherits<Resource> for AnimationLibrary
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AnimationNode
impl Inherits<Resource> for AnimationNode
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AnimationNodeAdd2
impl Inherits<Resource> for AnimationNodeAdd2
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AnimationNodeAdd3
impl Inherits<Resource> for AnimationNodeAdd3
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AnimationNodeAnimation
impl Inherits<Resource> for AnimationNodeAnimation
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AnimationNodeBlend2
impl Inherits<Resource> for AnimationNodeBlend2
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AnimationNodeBlend3
impl Inherits<Resource> for AnimationNodeBlend3
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AnimationNodeBlendSpace1D
impl Inherits<Resource> for AnimationNodeBlendSpace1D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AnimationNodeBlendSpace2D
impl Inherits<Resource> for AnimationNodeBlendSpace2D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AnimationNodeBlendTree
impl Inherits<Resource> for AnimationNodeBlendTree
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AnimationNodeExtension
impl Inherits<Resource> for AnimationNodeExtension
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AnimationNodeOneShot
impl Inherits<Resource> for AnimationNodeOneShot
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AnimationNodeOutput
impl Inherits<Resource> for AnimationNodeOutput
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AnimationNodeStateMachine
impl Inherits<Resource> for AnimationNodeStateMachine
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AnimationNodeStateMachinePlayback
impl Inherits<Resource> for AnimationNodeStateMachinePlayback
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AnimationNodeStateMachineTransition
impl Inherits<Resource> for AnimationNodeStateMachineTransition
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AnimationNodeSub2
impl Inherits<Resource> for AnimationNodeSub2
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AnimationNodeSync
impl Inherits<Resource> for AnimationNodeSync
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AnimationNodeTimeScale
impl Inherits<Resource> for AnimationNodeTimeScale
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AnimationNodeTimeSeek
impl Inherits<Resource> for AnimationNodeTimeSeek
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AnimationNodeTransition
impl Inherits<Resource> for AnimationNodeTransition
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AnimationRootNode
impl Inherits<Resource> for AnimationRootNode
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for ArrayMesh
impl Inherits<Resource> for ArrayMesh
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for ArrayOccluder3D
impl Inherits<Resource> for ArrayOccluder3D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AtlasTexture
impl Inherits<Resource> for AtlasTexture
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AudioBusLayout
impl Inherits<Resource> for AudioBusLayout
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AudioEffect
impl Inherits<Resource> for AudioEffect
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AudioEffectAmplify
impl Inherits<Resource> for AudioEffectAmplify
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AudioEffectBandLimitFilter
impl Inherits<Resource> for AudioEffectBandLimitFilter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AudioEffectBandPassFilter
impl Inherits<Resource> for AudioEffectBandPassFilter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AudioEffectCapture
impl Inherits<Resource> for AudioEffectCapture
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AudioEffectChorus
impl Inherits<Resource> for AudioEffectChorus
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AudioEffectCompressor
impl Inherits<Resource> for AudioEffectCompressor
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AudioEffectDelay
impl Inherits<Resource> for AudioEffectDelay
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AudioEffectDistortion
impl Inherits<Resource> for AudioEffectDistortion
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AudioEffectEq
impl Inherits<Resource> for AudioEffectEq
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AudioEffectEq10
impl Inherits<Resource> for AudioEffectEq10
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AudioEffectEq21
impl Inherits<Resource> for AudioEffectEq21
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AudioEffectEq6
impl Inherits<Resource> for AudioEffectEq6
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AudioEffectFilter
impl Inherits<Resource> for AudioEffectFilter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AudioEffectHardLimiter
impl Inherits<Resource> for AudioEffectHardLimiter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AudioEffectHighPassFilter
impl Inherits<Resource> for AudioEffectHighPassFilter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AudioEffectHighShelfFilter
impl Inherits<Resource> for AudioEffectHighShelfFilter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AudioEffectLimiter
impl Inherits<Resource> for AudioEffectLimiter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AudioEffectLowPassFilter
impl Inherits<Resource> for AudioEffectLowPassFilter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AudioEffectLowShelfFilter
impl Inherits<Resource> for AudioEffectLowShelfFilter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AudioEffectNotchFilter
impl Inherits<Resource> for AudioEffectNotchFilter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AudioEffectPanner
impl Inherits<Resource> for AudioEffectPanner
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AudioEffectPhaser
impl Inherits<Resource> for AudioEffectPhaser
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AudioEffectPitchShift
impl Inherits<Resource> for AudioEffectPitchShift
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AudioEffectRecord
impl Inherits<Resource> for AudioEffectRecord
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AudioEffectReverb
impl Inherits<Resource> for AudioEffectReverb
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AudioEffectSpectrumAnalyzer
impl Inherits<Resource> for AudioEffectSpectrumAnalyzer
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AudioEffectStereoEnhance
impl Inherits<Resource> for AudioEffectStereoEnhance
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AudioStream
impl Inherits<Resource> for AudioStream
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AudioStreamGenerator
impl Inherits<Resource> for AudioStreamGenerator
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AudioStreamInteractive
impl Inherits<Resource> for AudioStreamInteractive
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AudioStreamMicrophone
impl Inherits<Resource> for AudioStreamMicrophone
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AudioStreamMp3
impl Inherits<Resource> for AudioStreamMp3
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AudioStreamOggVorbis
impl Inherits<Resource> for AudioStreamOggVorbis
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AudioStreamPlaylist
impl Inherits<Resource> for AudioStreamPlaylist
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AudioStreamPolyphonic
impl Inherits<Resource> for AudioStreamPolyphonic
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AudioStreamRandomizer
impl Inherits<Resource> for AudioStreamRandomizer
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AudioStreamSynchronized
impl Inherits<Resource> for AudioStreamSynchronized
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for AudioStreamWav
impl Inherits<Resource> for AudioStreamWav
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for BaseMaterial3D
impl Inherits<Resource> for BaseMaterial3D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for BitMap
impl Inherits<Resource> for BitMap
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for BoneMap
impl Inherits<Resource> for BoneMap
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for BoxMesh
impl Inherits<Resource> for BoxMesh
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for BoxOccluder3D
impl Inherits<Resource> for BoxOccluder3D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for BoxShape3D
impl Inherits<Resource> for BoxShape3D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for ButtonGroup
impl Inherits<Resource> for ButtonGroup
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for CameraAttributes
impl Inherits<Resource> for CameraAttributes
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for CameraAttributesPhysical
impl Inherits<Resource> for CameraAttributesPhysical
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for CameraAttributesPractical
impl Inherits<Resource> for CameraAttributesPractical
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for CameraTexture
impl Inherits<Resource> for CameraTexture
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for CanvasItemMaterial
impl Inherits<Resource> for CanvasItemMaterial
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for CanvasTexture
impl Inherits<Resource> for CanvasTexture
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for CapsuleMesh
impl Inherits<Resource> for CapsuleMesh
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for CapsuleShape2D
impl Inherits<Resource> for CapsuleShape2D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for CapsuleShape3D
impl Inherits<Resource> for CapsuleShape3D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for CircleShape2D
impl Inherits<Resource> for CircleShape2D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for CodeHighlighter
impl Inherits<Resource> for CodeHighlighter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for ColorPalette
impl Inherits<Resource> for ColorPalette
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for Compositor
impl Inherits<Resource> for Compositor
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for CompositorEffect
impl Inherits<Resource> for CompositorEffect
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for CompressedCubemap
impl Inherits<Resource> for CompressedCubemap
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for CompressedCubemapArray
impl Inherits<Resource> for CompressedCubemapArray
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for CompressedTexture2D
impl Inherits<Resource> for CompressedTexture2D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for CompressedTexture2DArray
impl Inherits<Resource> for CompressedTexture2DArray
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for CompressedTexture3D
impl Inherits<Resource> for CompressedTexture3D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for CompressedTextureLayered
impl Inherits<Resource> for CompressedTextureLayered
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for ConcavePolygonShape2D
impl Inherits<Resource> for ConcavePolygonShape2D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for ConcavePolygonShape3D
impl Inherits<Resource> for ConcavePolygonShape3D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for ConvexPolygonShape2D
impl Inherits<Resource> for ConvexPolygonShape2D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for ConvexPolygonShape3D
impl Inherits<Resource> for ConvexPolygonShape3D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for CryptoKey
impl Inherits<Resource> for CryptoKey
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for Cubemap
impl Inherits<Resource> for Cubemap
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for CubemapArray
impl Inherits<Resource> for CubemapArray
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for Curve
impl Inherits<Resource> for Curve
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for Curve2D
impl Inherits<Resource> for Curve2D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for Curve3D
impl Inherits<Resource> for Curve3D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for CurveTexture
impl Inherits<Resource> for CurveTexture
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for CurveXyzTexture
impl Inherits<Resource> for CurveXyzTexture
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for CylinderMesh
impl Inherits<Resource> for CylinderMesh
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for CylinderShape3D
impl Inherits<Resource> for CylinderShape3D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for DpiTexture
impl Inherits<Resource> for DpiTexture
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for EditorNode3DGizmoPlugin
impl Inherits<Resource> for EditorNode3DGizmoPlugin
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for EditorSettings
impl Inherits<Resource> for EditorSettings
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for EditorSyntaxHighlighter
impl Inherits<Resource> for EditorSyntaxHighlighter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for Environment
impl Inherits<Resource> for Environment
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for ExternalTexture
impl Inherits<Resource> for ExternalTexture
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for FastNoiseLite
impl Inherits<Resource> for FastNoiseLite
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for FbxDocument
impl Inherits<Resource> for FbxDocument
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for FbxState
impl Inherits<Resource> for FbxState
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for FogMaterial
impl Inherits<Resource> for FogMaterial
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for FoldableGroup
impl Inherits<Resource> for FoldableGroup
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for FontFile
impl Inherits<Resource> for FontFile
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for FontVariation
impl Inherits<Resource> for FontVariation
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for GDExtension
impl Inherits<Resource> for GDExtension
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for GDScript
impl Inherits<Resource> for GDScript
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for GDScriptSyntaxHighlighter
impl Inherits<Resource> for GDScriptSyntaxHighlighter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for GltfAccessor
impl Inherits<Resource> for GltfAccessor
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for GltfAnimation
impl Inherits<Resource> for GltfAnimation
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for GltfBufferView
impl Inherits<Resource> for GltfBufferView
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for GltfCamera
impl Inherits<Resource> for GltfCamera
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for GltfDocument
impl Inherits<Resource> for GltfDocument
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for GltfDocumentExtension
impl Inherits<Resource> for GltfDocumentExtension
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for GltfDocumentExtensionConvertImporterMesh
impl Inherits<Resource> for GltfDocumentExtensionConvertImporterMesh
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for GltfLight
impl Inherits<Resource> for GltfLight
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for GltfMesh
impl Inherits<Resource> for GltfMesh
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for GltfNode
impl Inherits<Resource> for GltfNode
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for GltfPhysicsBody
impl Inherits<Resource> for GltfPhysicsBody
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for GltfPhysicsShape
impl Inherits<Resource> for GltfPhysicsShape
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for GltfSkeleton
impl Inherits<Resource> for GltfSkeleton
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for GltfSkin
impl Inherits<Resource> for GltfSkin
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for GltfSpecGloss
impl Inherits<Resource> for GltfSpecGloss
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for GltfState
impl Inherits<Resource> for GltfState
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for GltfTexture
impl Inherits<Resource> for GltfTexture
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for GltfTextureSampler
impl Inherits<Resource> for GltfTextureSampler
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for Gradient
impl Inherits<Resource> for Gradient
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for GradientTexture1D
impl Inherits<Resource> for GradientTexture1D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for GradientTexture2D
impl Inherits<Resource> for GradientTexture2D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for HeightMapShape3D
impl Inherits<Resource> for HeightMapShape3D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for Image
impl Inherits<Resource> for Image
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for ImageTexture
impl Inherits<Resource> for ImageTexture
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for ImageTexture3D
impl Inherits<Resource> for ImageTexture3D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for ImageTextureLayered
impl Inherits<Resource> for ImageTextureLayered
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for ImmediateMesh
impl Inherits<Resource> for ImmediateMesh
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for ImporterMesh
impl Inherits<Resource> for ImporterMesh
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for InputEvent
impl Inherits<Resource> for InputEvent
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for InputEventAction
impl Inherits<Resource> for InputEventAction
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for InputEventFromWindow
impl Inherits<Resource> for InputEventFromWindow
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for InputEventGesture
impl Inherits<Resource> for InputEventGesture
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for InputEventJoypadButton
impl Inherits<Resource> for InputEventJoypadButton
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for InputEventJoypadMotion
impl Inherits<Resource> for InputEventJoypadMotion
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for InputEventKey
impl Inherits<Resource> for InputEventKey
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for InputEventMagnifyGesture
impl Inherits<Resource> for InputEventMagnifyGesture
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for InputEventMidi
impl Inherits<Resource> for InputEventMidi
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for InputEventMouse
impl Inherits<Resource> for InputEventMouse
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for InputEventMouseButton
impl Inherits<Resource> for InputEventMouseButton
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for InputEventMouseMotion
impl Inherits<Resource> for InputEventMouseMotion
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for InputEventPanGesture
impl Inherits<Resource> for InputEventPanGesture
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for InputEventScreenDrag
impl Inherits<Resource> for InputEventScreenDrag
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for InputEventScreenTouch
impl Inherits<Resource> for InputEventScreenTouch
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for InputEventShortcut
impl Inherits<Resource> for InputEventShortcut
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for InputEventWithModifiers
impl Inherits<Resource> for InputEventWithModifiers
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for JointLimitation3D
impl Inherits<Resource> for JointLimitation3D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for JointLimitationCone3D
impl Inherits<Resource> for JointLimitationCone3D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for LabelSettings
impl Inherits<Resource> for LabelSettings
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for LightmapGiData
impl Inherits<Resource> for LightmapGiData
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for Material
impl Inherits<Resource> for Material
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for MeshLibrary
impl Inherits<Resource> for MeshLibrary
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for MeshTexture
impl Inherits<Resource> for MeshTexture
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for MissingResource
impl Inherits<Resource> for MissingResource
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for MultiMesh
impl Inherits<Resource> for MultiMesh
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for Noise
impl Inherits<Resource> for Noise
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for NoiseTexture2D
impl Inherits<Resource> for NoiseTexture2D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for NoiseTexture3D
impl Inherits<Resource> for NoiseTexture3D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for Occluder3D
impl Inherits<Resource> for Occluder3D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for OccluderPolygon2D
impl Inherits<Resource> for OccluderPolygon2D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for OggPacketSequence
impl Inherits<Resource> for OggPacketSequence
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for OpenXrAction
impl Inherits<Resource> for OpenXrAction
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for OpenXrActionBindingModifier
impl Inherits<Resource> for OpenXrActionBindingModifier
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for OpenXrActionMap
impl Inherits<Resource> for OpenXrActionMap
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for OpenXrActionSet
impl Inherits<Resource> for OpenXrActionSet
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for OpenXrAnalogThresholdModifier
impl Inherits<Resource> for OpenXrAnalogThresholdModifier
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for OpenXrBindingModifier
impl Inherits<Resource> for OpenXrBindingModifier
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for OpenXrDpadBindingModifier
impl Inherits<Resource> for OpenXrDpadBindingModifier
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for OpenXrHapticBase
impl Inherits<Resource> for OpenXrHapticBase
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for OpenXrHapticVibration
impl Inherits<Resource> for OpenXrHapticVibration
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for OpenXrInteractionProfile
impl Inherits<Resource> for OpenXrInteractionProfile
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for OpenXrIpBinding
impl Inherits<Resource> for OpenXrIpBinding
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for OpenXripBindingModifier
impl Inherits<Resource> for OpenXripBindingModifier
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for OptimizedTranslation
impl Inherits<Resource> for OptimizedTranslation
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for OrmMaterial3D
impl Inherits<Resource> for OrmMaterial3D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for PackedDataContainer
impl Inherits<Resource> for PackedDataContainer
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for PackedScene
impl Inherits<Resource> for PackedScene
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for PanoramaSkyMaterial
impl Inherits<Resource> for PanoramaSkyMaterial
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for ParticleProcessMaterial
impl Inherits<Resource> for ParticleProcessMaterial
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for PhysicalSkyMaterial
impl Inherits<Resource> for PhysicalSkyMaterial
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for PhysicsMaterial
impl Inherits<Resource> for PhysicsMaterial
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for PlaceholderCubemap
impl Inherits<Resource> for PlaceholderCubemap
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for PlaceholderCubemapArray
impl Inherits<Resource> for PlaceholderCubemapArray
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for PlaceholderMaterial
impl Inherits<Resource> for PlaceholderMaterial
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for PlaceholderMesh
impl Inherits<Resource> for PlaceholderMesh
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for PlaceholderTexture2D
impl Inherits<Resource> for PlaceholderTexture2D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for PlaceholderTexture2DArray
impl Inherits<Resource> for PlaceholderTexture2DArray
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for PlaceholderTexture3D
impl Inherits<Resource> for PlaceholderTexture3D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for PlaceholderTextureLayered
impl Inherits<Resource> for PlaceholderTextureLayered
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for PlaneMesh
impl Inherits<Resource> for PlaneMesh
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for PointMesh
impl Inherits<Resource> for PointMesh
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for PolygonOccluder3D
impl Inherits<Resource> for PolygonOccluder3D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for PolygonPathFinder
impl Inherits<Resource> for PolygonPathFinder
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for PortableCompressedTexture2D
impl Inherits<Resource> for PortableCompressedTexture2D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for PrimitiveMesh
impl Inherits<Resource> for PrimitiveMesh
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for PrismMesh
impl Inherits<Resource> for PrismMesh
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for ProceduralSkyMaterial
impl Inherits<Resource> for ProceduralSkyMaterial
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for QuadMesh
impl Inherits<Resource> for QuadMesh
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for QuadOccluder3D
impl Inherits<Resource> for QuadOccluder3D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for RdShaderFile
impl Inherits<Resource> for RdShaderFile
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for RdShaderSpirv
impl Inherits<Resource> for RdShaderSpirv
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for RectangleShape2D
impl Inherits<Resource> for RectangleShape2D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for RibbonTrailMesh
impl Inherits<Resource> for RibbonTrailMesh
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for RichTextEffect
impl Inherits<Resource> for RichTextEffect
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for SceneReplicationConfig
impl Inherits<Resource> for SceneReplicationConfig
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for Script
impl Inherits<Resource> for Script
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for ScriptExtension
impl Inherits<Resource> for ScriptExtension
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for SegmentShape2D
impl Inherits<Resource> for SegmentShape2D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for SeparationRayShape2D
impl Inherits<Resource> for SeparationRayShape2D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for SeparationRayShape3D
impl Inherits<Resource> for SeparationRayShape3D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for Shader
impl Inherits<Resource> for Shader
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for ShaderInclude
impl Inherits<Resource> for ShaderInclude
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for ShaderMaterial
impl Inherits<Resource> for ShaderMaterial
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for Shape2D
impl Inherits<Resource> for Shape2D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for Shape3D
impl Inherits<Resource> for Shape3D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for Shortcut
impl Inherits<Resource> for Shortcut
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for SkeletonModification2D
impl Inherits<Resource> for SkeletonModification2D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for SkeletonModification2DJiggle
impl Inherits<Resource> for SkeletonModification2DJiggle
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for SkeletonModification2DLookAt
impl Inherits<Resource> for SkeletonModification2DLookAt
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for SkeletonModification2DPhysicalBones
impl Inherits<Resource> for SkeletonModification2DPhysicalBones
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for SkeletonModification2DStackHolder
impl Inherits<Resource> for SkeletonModification2DStackHolder
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for SkeletonModification2DTwoBoneIk
impl Inherits<Resource> for SkeletonModification2DTwoBoneIk
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for SkeletonModification2Dccdik
impl Inherits<Resource> for SkeletonModification2Dccdik
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for SkeletonModification2Dfabrik
impl Inherits<Resource> for SkeletonModification2Dfabrik
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for SkeletonModificationStack2D
impl Inherits<Resource> for SkeletonModificationStack2D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for SkeletonProfile
impl Inherits<Resource> for SkeletonProfile
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for SkeletonProfileHumanoid
impl Inherits<Resource> for SkeletonProfileHumanoid
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for SphereMesh
impl Inherits<Resource> for SphereMesh
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for SphereOccluder3D
impl Inherits<Resource> for SphereOccluder3D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for SphereShape3D
impl Inherits<Resource> for SphereShape3D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for SpriteFrames
impl Inherits<Resource> for SpriteFrames
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for StandardMaterial3D
impl Inherits<Resource> for StandardMaterial3D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for StyleBox
impl Inherits<Resource> for StyleBox
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for StyleBoxEmpty
impl Inherits<Resource> for StyleBoxEmpty
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for StyleBoxFlat
impl Inherits<Resource> for StyleBoxFlat
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for StyleBoxLine
impl Inherits<Resource> for StyleBoxLine
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for StyleBoxTexture
impl Inherits<Resource> for StyleBoxTexture
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for SyntaxHighlighter
impl Inherits<Resource> for SyntaxHighlighter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for SystemFont
impl Inherits<Resource> for SystemFont
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for TextMesh
impl Inherits<Resource> for TextMesh
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for Texture
impl Inherits<Resource> for Texture
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for Texture2D
impl Inherits<Resource> for Texture2D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for Texture2DArray
impl Inherits<Resource> for Texture2DArray
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for Texture2DArrayRd
impl Inherits<Resource> for Texture2DArrayRd
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for Texture2Drd
impl Inherits<Resource> for Texture2Drd
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for Texture3D
impl Inherits<Resource> for Texture3D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for Texture3Drd
impl Inherits<Resource> for Texture3Drd
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for TextureCubemapArrayRd
impl Inherits<Resource> for TextureCubemapArrayRd
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for TextureCubemapRd
impl Inherits<Resource> for TextureCubemapRd
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for TextureLayered
impl Inherits<Resource> for TextureLayered
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for TextureLayeredRd
impl Inherits<Resource> for TextureLayeredRd
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for Theme
impl Inherits<Resource> for Theme
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for TileMapPattern
impl Inherits<Resource> for TileMapPattern
§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 Inherits<Resource> for TileSetAtlasSource
impl Inherits<Resource> for TileSetAtlasSource
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for TileSetScenesCollectionSource
impl Inherits<Resource> for TileSetScenesCollectionSource
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for TileSetSource
impl Inherits<Resource> for TileSetSource
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for TorusMesh
impl Inherits<Resource> for TorusMesh
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for Translation
impl Inherits<Resource> for Translation
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for TubeTrailMesh
impl Inherits<Resource> for TubeTrailMesh
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VideoStream
impl Inherits<Resource> for VideoStream
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VideoStreamPlayback
impl Inherits<Resource> for VideoStreamPlayback
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VideoStreamTheora
impl Inherits<Resource> for VideoStreamTheora
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for ViewportTexture
impl Inherits<Resource> for ViewportTexture
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShader
impl Inherits<Resource> for VisualShader
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNode
impl Inherits<Resource> for VisualShaderNode
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeBillboard
impl Inherits<Resource> for VisualShaderNodeBillboard
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeBooleanConstant
impl Inherits<Resource> for VisualShaderNodeBooleanConstant
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeBooleanParameter
impl Inherits<Resource> for VisualShaderNodeBooleanParameter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeClamp
impl Inherits<Resource> for VisualShaderNodeClamp
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeColorConstant
impl Inherits<Resource> for VisualShaderNodeColorConstant
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeColorFunc
impl Inherits<Resource> for VisualShaderNodeColorFunc
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeColorOp
impl Inherits<Resource> for VisualShaderNodeColorOp
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeColorParameter
impl Inherits<Resource> for VisualShaderNodeColorParameter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeComment
impl Inherits<Resource> for VisualShaderNodeComment
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeCompare
impl Inherits<Resource> for VisualShaderNodeCompare
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeConstant
impl Inherits<Resource> for VisualShaderNodeConstant
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeCubemap
impl Inherits<Resource> for VisualShaderNodeCubemap
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeCubemapParameter
impl Inherits<Resource> for VisualShaderNodeCubemapParameter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeCurveTexture
impl Inherits<Resource> for VisualShaderNodeCurveTexture
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeCurveXyzTexture
impl Inherits<Resource> for VisualShaderNodeCurveXyzTexture
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeCustom
impl Inherits<Resource> for VisualShaderNodeCustom
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeDerivativeFunc
impl Inherits<Resource> for VisualShaderNodeDerivativeFunc
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeDeterminant
impl Inherits<Resource> for VisualShaderNodeDeterminant
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeDistanceFade
impl Inherits<Resource> for VisualShaderNodeDistanceFade
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeDotProduct
impl Inherits<Resource> for VisualShaderNodeDotProduct
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeExpression
impl Inherits<Resource> for VisualShaderNodeExpression
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeFaceForward
impl Inherits<Resource> for VisualShaderNodeFaceForward
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeFloatConstant
impl Inherits<Resource> for VisualShaderNodeFloatConstant
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeFloatFunc
impl Inherits<Resource> for VisualShaderNodeFloatFunc
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeFloatOp
impl Inherits<Resource> for VisualShaderNodeFloatOp
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeFloatParameter
impl Inherits<Resource> for VisualShaderNodeFloatParameter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeFrame
impl Inherits<Resource> for VisualShaderNodeFrame
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeFresnel
impl Inherits<Resource> for VisualShaderNodeFresnel
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeGlobalExpression
impl Inherits<Resource> for VisualShaderNodeGlobalExpression
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeGroupBase
impl Inherits<Resource> for VisualShaderNodeGroupBase
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeIf
impl Inherits<Resource> for VisualShaderNodeIf
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeInput
impl Inherits<Resource> for VisualShaderNodeInput
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeIntConstant
impl Inherits<Resource> for VisualShaderNodeIntConstant
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeIntFunc
impl Inherits<Resource> for VisualShaderNodeIntFunc
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeIntOp
impl Inherits<Resource> for VisualShaderNodeIntOp
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeIntParameter
impl Inherits<Resource> for VisualShaderNodeIntParameter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeIs
impl Inherits<Resource> for VisualShaderNodeIs
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeLinearSceneDepth
impl Inherits<Resource> for VisualShaderNodeLinearSceneDepth
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeMix
impl Inherits<Resource> for VisualShaderNodeMix
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeMultiplyAdd
impl Inherits<Resource> for VisualShaderNodeMultiplyAdd
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeOuterProduct
impl Inherits<Resource> for VisualShaderNodeOuterProduct
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeOutput
impl Inherits<Resource> for VisualShaderNodeOutput
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeParameter
impl Inherits<Resource> for VisualShaderNodeParameter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeParameterRef
impl Inherits<Resource> for VisualShaderNodeParameterRef
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeParticleAccelerator
impl Inherits<Resource> for VisualShaderNodeParticleAccelerator
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeParticleBoxEmitter
impl Inherits<Resource> for VisualShaderNodeParticleBoxEmitter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeParticleConeVelocity
impl Inherits<Resource> for VisualShaderNodeParticleConeVelocity
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeParticleEmit
impl Inherits<Resource> for VisualShaderNodeParticleEmit
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeParticleEmitter
impl Inherits<Resource> for VisualShaderNodeParticleEmitter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeParticleMeshEmitter
impl Inherits<Resource> for VisualShaderNodeParticleMeshEmitter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeParticleMultiplyByAxisAngle
impl Inherits<Resource> for VisualShaderNodeParticleMultiplyByAxisAngle
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeParticleOutput
impl Inherits<Resource> for VisualShaderNodeParticleOutput
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeParticleRandomness
impl Inherits<Resource> for VisualShaderNodeParticleRandomness
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeParticleRingEmitter
impl Inherits<Resource> for VisualShaderNodeParticleRingEmitter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeParticleSphereEmitter
impl Inherits<Resource> for VisualShaderNodeParticleSphereEmitter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeProximityFade
impl Inherits<Resource> for VisualShaderNodeProximityFade
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeRandomRange
impl Inherits<Resource> for VisualShaderNodeRandomRange
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeRemap
impl Inherits<Resource> for VisualShaderNodeRemap
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeReroute
impl Inherits<Resource> for VisualShaderNodeReroute
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeResizableBase
impl Inherits<Resource> for VisualShaderNodeResizableBase
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeRotationByAxis
impl Inherits<Resource> for VisualShaderNodeRotationByAxis
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeSample3D
impl Inherits<Resource> for VisualShaderNodeSample3D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeScreenNormalWorldSpace
impl Inherits<Resource> for VisualShaderNodeScreenNormalWorldSpace
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeScreenUvToSdf
impl Inherits<Resource> for VisualShaderNodeScreenUvToSdf
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeSdfRaymarch
impl Inherits<Resource> for VisualShaderNodeSdfRaymarch
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeSdfToScreenUv
impl Inherits<Resource> for VisualShaderNodeSdfToScreenUv
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeSmoothStep
impl Inherits<Resource> for VisualShaderNodeSmoothStep
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeStep
impl Inherits<Resource> for VisualShaderNodeStep
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeSwitch
impl Inherits<Resource> for VisualShaderNodeSwitch
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeTexture
impl Inherits<Resource> for VisualShaderNodeTexture
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeTexture2DArray
impl Inherits<Resource> for VisualShaderNodeTexture2DArray
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeTexture2DArrayParameter
impl Inherits<Resource> for VisualShaderNodeTexture2DArrayParameter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeTexture2DParameter
impl Inherits<Resource> for VisualShaderNodeTexture2DParameter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeTexture3D
impl Inherits<Resource> for VisualShaderNodeTexture3D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeTexture3DParameter
impl Inherits<Resource> for VisualShaderNodeTexture3DParameter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeTextureParameter
impl Inherits<Resource> for VisualShaderNodeTextureParameter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeTextureParameterTriplanar
impl Inherits<Resource> for VisualShaderNodeTextureParameterTriplanar
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeTextureSdf
impl Inherits<Resource> for VisualShaderNodeTextureSdf
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeTextureSdfNormal
impl Inherits<Resource> for VisualShaderNodeTextureSdfNormal
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeTransformCompose
impl Inherits<Resource> for VisualShaderNodeTransformCompose
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeTransformConstant
impl Inherits<Resource> for VisualShaderNodeTransformConstant
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeTransformDecompose
impl Inherits<Resource> for VisualShaderNodeTransformDecompose
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeTransformFunc
impl Inherits<Resource> for VisualShaderNodeTransformFunc
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeTransformOp
impl Inherits<Resource> for VisualShaderNodeTransformOp
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeTransformParameter
impl Inherits<Resource> for VisualShaderNodeTransformParameter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeTransformVecMult
impl Inherits<Resource> for VisualShaderNodeTransformVecMult
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeUIntConstant
impl Inherits<Resource> for VisualShaderNodeUIntConstant
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeUIntFunc
impl Inherits<Resource> for VisualShaderNodeUIntFunc
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeUIntOp
impl Inherits<Resource> for VisualShaderNodeUIntOp
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeUIntParameter
impl Inherits<Resource> for VisualShaderNodeUIntParameter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeUvFunc
impl Inherits<Resource> for VisualShaderNodeUvFunc
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeUvPolarCoord
impl Inherits<Resource> for VisualShaderNodeUvPolarCoord
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeVarying
impl Inherits<Resource> for VisualShaderNodeVarying
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeVaryingGetter
impl Inherits<Resource> for VisualShaderNodeVaryingGetter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeVaryingSetter
impl Inherits<Resource> for VisualShaderNodeVaryingSetter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeVec2Constant
impl Inherits<Resource> for VisualShaderNodeVec2Constant
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeVec2Parameter
impl Inherits<Resource> for VisualShaderNodeVec2Parameter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeVec3Constant
impl Inherits<Resource> for VisualShaderNodeVec3Constant
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeVec3Parameter
impl Inherits<Resource> for VisualShaderNodeVec3Parameter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeVec4Constant
impl Inherits<Resource> for VisualShaderNodeVec4Constant
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeVec4Parameter
impl Inherits<Resource> for VisualShaderNodeVec4Parameter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeVectorBase
impl Inherits<Resource> for VisualShaderNodeVectorBase
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeVectorCompose
impl Inherits<Resource> for VisualShaderNodeVectorCompose
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeVectorDecompose
impl Inherits<Resource> for VisualShaderNodeVectorDecompose
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeVectorDistance
impl Inherits<Resource> for VisualShaderNodeVectorDistance
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeVectorFunc
impl Inherits<Resource> for VisualShaderNodeVectorFunc
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeVectorLen
impl Inherits<Resource> for VisualShaderNodeVectorLen
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeVectorOp
impl Inherits<Resource> for VisualShaderNodeVectorOp
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeVectorRefract
impl Inherits<Resource> for VisualShaderNodeVectorRefract
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeWorldPositionFromDepth
impl Inherits<Resource> for VisualShaderNodeWorldPositionFromDepth
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VoxelGiData
impl Inherits<Resource> for VoxelGiData
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for World2D
impl Inherits<Resource> for World2D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for World3D
impl Inherits<Resource> for World3D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for WorldBoundaryShape2D
impl Inherits<Resource> for WorldBoundaryShape2D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for WorldBoundaryShape3D
impl Inherits<Resource> for WorldBoundaryShape3D
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for X509Certificate
impl Inherits<Resource> for X509Certificate
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl WithSignals for Resource
impl WithSignals for Resource
§type SignalCollection<'c, C: WithSignals> = SignalsOfResource<'c, C>
type SignalCollection<'c, C: WithSignals> = SignalsOfResource<'c, C>
impl GodotDefault for Resource
Auto Trait Implementations§
impl Freeze for Resource
impl RefUnwindSafe for Resource
impl !Send for Resource
impl !Sync for Resource
impl Unpin for Resource
impl UnsafeUnpin for Resource
impl UnwindSafe for Resource
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