GDScript 导出
导出简介
在Godot中,可以导出类成员.这意味着它们的值会与它们所附加的资源(例如 scene)一起保存.它们也可以在属性编辑器中进行编辑.导出使用关键字 export
来完成:
extends Button
export var number = 5 # Value will be saved and visible in the property editor.
export
关键字后,导出的变量必须初始化为常量表达式,或者具有使用的参数形式的导出提示(请参见下面的 示例 部分).
导出成员变量的基本好处之一是使它们在编辑器中可见并可编辑.这样,美术师和游戏设计师可以修改值,这些值以后会影响程序的运行方式.为此,提供了一种特殊的导出语法.
注解
导出属性也可以使用其他语言(例如C#)来完成.语法因语言而异.
示例
# If the exported value assigns a constant or constant expression,
# the type will be inferred and used in the editor.
export var number = 5
# Export can take a basic data type as an argument, which will be
# used in the editor.
export(int) var number
# Export can also take a resource type to use as a hint.
export(Texture) var character_face
export(PackedScene) var scene_file
# There are many resource types that can be used this way, try e.g.
# the following to list them:
export(Resource) var resource
# Integers and strings hint enumerated values.
# Editor will enumerate as 0, 1 and 2.
export(int, "Warrior", "Magician", "Thief") var character_class
# Editor will enumerate with string names.
export(String, "Rebecca", "Mary", "Leah") var character_name
# Named enum values
# Editor will enumerate as THING_1, THING_2, ANOTHER_THING.
enum NamedEnum {THING_1, THING_2, ANOTHER_THING = -1}
export(NamedEnum) var x
# Strings as paths
# String is a path to a file.
export(String, FILE) var f
# String is a path to a directory.
export(String, DIR) var f
# String is a path to a file, custom filter provided as hint.
export(String, FILE, "*.txt") var f
# Using paths in the global filesystem is also possible,
# but only in scripts in "tool" mode.
# String is a path to a PNG file in the global filesystem.
export(String, FILE, GLOBAL, "*.png") var tool_image
# String is a path to a directory in the global filesystem.
export(String, DIR, GLOBAL) var tool_dir
# The MULTILINE setting tells the editor to show a large input
# field for editing over multiple lines.
export(String, MULTILINE) var text
# Limiting editor input ranges
# Allow integer values from 0 to 20.
export(int, 20) var i
# Allow integer values from -10 to 20.
export(int, -10, 20) var j
# Allow floats from -10 to 20 and snap the value to multiples of 0.2.
export(float, -10, 20, 0.2) var k
# Allow values 'y = exp(x)' where 'y' varies between 100 and 1000
# while snapping to steps of 20. The editor will present a
# slider for easily editing the value.
export(float, EXP, 100, 1000, 20) var l
# Floats with easing hint
# Display a visual representation of the 'ease()' function
# when editing.
export(float, EASE) var transition_speed
# Colors
# Color given as red-green-blue value (alpha will always be 1).
export(Color, RGB) var col
# Color given as red-green-blue-alpha value.
export(Color, RGBA) var col
# Nodes
# Another node in the scene can be exported as a NodePath.
export(NodePath) var node_path
# Do take note that the node itself isn't being exported -
# there is one more step to call the true node:
var node = get_node(node_path)
# Resources
export(Resource) var resource
# In the Inspector, you can then drag and drop a resource file
# from the FileSystem dock into the variable slot.
# Opening the inspector dropdown may result in an
# extremely long list of possible classes to create, however.
# Therefore, if you specify an extension of Resource such as:
export(AnimationNode) var resource
# The drop-down menu will be limited to AnimationNode and all
# its inherited classes.
必须注意,即使在编辑器中未运行脚本,导出的属性仍可编辑.可以与 使用工具模式的脚本 结合使用.
导出位标志
用作位标志的整数可以在一个属性中存储多个 true
/ false
(布尔值)值.通过使用导出提示 int, FLAGS
,可以从属性检查器中设置它们:
# Set any of the given flags from the editor.
export(int, FLAGS, "Fire", "Water", "Earth", "Wind") var spell_elements = 0
你必须为每个标志提供一个字符串描述.在这个例子中, 火(Fire)
的值是1, 水(Water)
的值是2, 土(Earth)
的值是4, 风(Wind)
对应的值是8.通常,应相应地定义常量(例如 const ELEMENT_WIND = 8
等等).
也可以为项目设置中定义的物理层和渲染层提供导出提示:
export(int, LAYERS_2D_PHYSICS) var layers_2d_physics
export(int, LAYERS_2D_RENDER) var layers_2d_render
export(int, LAYERS_3D_PHYSICS) var layers_3d_physics
export(int, LAYERS_3D_RENDER) var layers_3d_render
使用位标志需要对位操作有一定的了解.如果有疑问,请使用布尔变量代替.
导出数组
导出的数组可以具有初始化器,但是它们必须是常量表达式.
如果导出的数组指定了从Resource继承的类型,则可以通过一次从FileSystem扩展坞中拖放多个文件来在检查器中设置数组值.
# Default value must be a constant expression.
export var a = [1, 2, 3]
# Exported arrays can specify type (using the same hints as before).
export(Array, int) var ints = [1, 2, 3]
export(Array, int, "Red", "Green", "Blue") var enums = [2, 1, 0]
export(Array, Array, float) var two_dimensional = [[1.0, 2.0], [3.0, 4.0]]
# You can omit the default value, but then it would be null if not assigned.
export(Array) var b
export(Array, PackedScene) var scenes
# Arrays with specified types which inherit from resource can be set by
# drag-and-dropping multiple files from the FileSystem dock.
export(Array, Texture) var textures
export(Array, PackedScene) var scenes
# Typed arrays also work, only initialized empty:
export var vector3s = PoolVector3Array()
export var strings = PoolStringArray()
# Default value can include run-time values, but can't
# be exported.
var c = [a, 2, 3]
从工具脚本设置导出变量
在 工具模式 下的脚本中,更改一个导出变量的值时,属性检查器中对应的值不会自动更新.要更新它,请在设置导出变量的值之后,调用 property_list_changed_notify() .
导出进阶
为了避免不必要的复杂设计,不是所有导出类型都在语言层面上提供.下面将说明一些能用底层API实现的,较为常见的导出方法.
在进一步阅读前,你需要熟悉属性(properties)的运作方式和它们是如何通过 _set() 、 _get() 以及 _get_property_list() 方式进行定制的.详情可参阅 从对象访问数据或逻辑 .
参见
要用上述方法绑定属性,参阅 使用 _set/_get/_get_property_list 绑定属性.
警告
脚本必须在 tool
模式运行,上述方法才能在编辑器内运行.
对脚本中的属性添加类别
为了在视觉上更好区分各个属性,可以将特殊的脚本分类作为分割线嵌入属性检查器.``Script Variables`` 就是一种内建分类.
func _get_property_list():
var properties = []
properties.append(
{
name = "Debug",
type = TYPE_NIL,
usage = PROPERTY_USAGE_CATEGORY | PROPERTY_USAGE_SCRIPT_VARIABLE
}
)
return properties
name
是要加入属性面板中的分类的名字;PROPERTY_USAGE_CATEGORY
表明了该属性应被视为一个脚本分类,因此可以忽略TYPE_NIL
这个类型,因为它其实并没有被脚本逻辑所处理.但无论如何,你还是要在这儿定义它.
对属性进行分组
名称类似的属性们可以添加为一组.
func _get_property_list():
var properties = []
properties.append({
name = "Rotate",
type = TYPE_NIL,
hint_string = "rotate_",
usage = PROPERTY_USAGE_GROUP | PROPERTY_USAGE_SCRIPT_VARIABLE
})
return properties
name
是包含了一组属性的可折叠群组的名称;接下来所有新增的属性都会被放在该群组中,通过
hint_string
字典键定义为可折叠,并以其为前缀缩写名称.例如,本例中的``rotate_speed`` 将会被缩写为speed
.PROPERTY_USAGE_GROUP
表明了该属性应被视为一个脚本分类,因此可以忽略TYPE_NIL
这个类型,因为它其实并没有被脚本逻辑所处理.但无论如何,你还是要在这儿定义它.