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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.
The new
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¶
can_instantiate() const |
|
get_base_script() const |
|
get_global_name() const |
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get_instance_base_type() const |
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get_property_default_value(property: StringName) |
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has_script_signal(signal_name: StringName) const |
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has_source_code() const |
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instance_has(base_object: Object) const |
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is_abstract() const |
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is_tool() const |
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Property Descriptions¶
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¶
bool can_instantiate() const 🔗
Returns true
if the script can be instantiated.
Script get_base_script() const 🔗
Returns the script directly inherited by this script.
StringName get_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 the class_name
keyword in GDScript and the [GlobalClass]
attribute in C#.
class_name MyNode
extends Node
using Godot;
[GlobalClass]
public partial class MyNode : Node
{
}
StringName get_instance_base_type() const 🔗
Returns the script's base type.
Variant get_property_default_value(property: StringName) 🔗
Returns the default value of the specified property.
Dictionary get_script_constant_map() 🔗
Returns a dictionary containing constant names and their values.
Array[Dictionary] get_script_method_list() 🔗
Returns the list of methods in this Script.
Array[Dictionary] get_script_property_list() 🔗
Returns the list of properties in this Script.
Array[Dictionary] get_script_signal_list() 🔗
Returns the list of user signals defined in this Script.
bool has_script_signal(signal_name: StringName) const 🔗
Returns true
if the script, or a base class, defines a signal with the given name.
bool has_source_code() const 🔗
Returns true
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, a GDScript that was exported with binary tokenization has no source code, but still behaves as expected and could be instantiated. This can be checked with can_instantiate.
bool instance_has(base_object: Object) const 🔗
Returns true
if base_object
is an instance of this script.
Returns true
if the script is an abstract script. An abstract script does not have a constructor and cannot be instantiated.
Returns true
if the script is a tool script. A tool script can run in the editor.
Error reload(keep_state: bool = false) 🔗
Reloads the script's class implementation. Returns an error code.