Script
Inherits:Resource<RefCounted<Object
Inherited By:CSharpScript,GDScript,ScriptExtension
A class stored as a resource.
Description
A class stored as a resource. A script extends the functionality of all objects that instantiate it.
This is the base class for all scripts and should not be used directly. Trying to create a new script with this class will result in an error.
Thenew
method of a script subclass creates a new instance.Object.set_script() extends an existing object, if that object's class matches one of the script's base classes.
Tutorials
Properties
Methods
get_property_default_value(property:StringName) | |
has_script_signal(signal_name:StringName)const | |
instance_has(base_object:Object)const | |
Property Descriptions
Stringget_source_code()
The script source code or an empty string if source code is not available. When set, does not reload the class implementation automatically.
Method Descriptions
Returnstrue
if the script can be instantiated.
Returns the script directly inherited by this script.
StringNameget_global_name()const🔗
Returns the class name associated with the script, if there is one. Returns an empty string otherwise.
To give the script a global name, you can use theclass_name
keyword in GDScript and the[GlobalClass]
attribute in C#.
class_nameMyNodeextendsNode
usingGodot;[GlobalClass]publicpartialclassMyNode:Node{}
StringNameget_instance_base_type()const🔗
Returns the script's base type.
Variantget_property_default_value(property:StringName)🔗
Returns the default value of the specified property.
Returns aDictionary mapping method names to their RPC configuration defined by this script.
Dictionaryget_script_constant_map()🔗
Returns a dictionary containing constant names and their values.
Array[Dictionary]get_script_method_list()🔗
Returns the list of methods in thisScript.
Array[Dictionary]get_script_property_list()🔗
Returns the list of properties in thisScript.
Array[Dictionary]get_script_signal_list()🔗
Returns the list of user signals defined in thisScript.
boolhas_script_signal(signal_name:StringName)const🔗
Returnstrue
if the script, or a base class, defines a signal with the given name.
Returnstrue
if the script contains non-empty source code.
Note: If a script does not have source code, this does not mean that it is invalid or unusable. For example, aGDScript that was exported with binary tokenization has no source code, but still behaves as expected and could be instantiated. This can be checked withcan_instantiate().
boolinstance_has(base_object:Object)const🔗
Returnstrue
ifbase_object
is an instance of this script.
Returnstrue
if the script is an abstract script. An abstract script does not have a constructor and cannot be instantiated.
Returnstrue
if the script is a tool script. A tool script can run in the editor.
Errorreload(keep_state:bool = false)🔗
Reloads the script's class implementation. Returns an error code.