- _getData
Dictionary _getData()
- _nodePortsChanged
void _nodePortsChanged(long arg0)
- _setData
void _setData(Dictionary data)
- addCustomSignal
void addCustomSignal(StringArg0 name)
Add a custom signal with the specified name to the VisualScript.
- addFunction
void addFunction(StringArg0 name)
Add a function with the specified name to the VisualScript.
- addNode
void addNode(StringArg0 func, long id, VisualScriptNode node, Vector2 position)
Add a node to a function of the VisualScript.
- addVariable
void addVariable(StringArg0 name, VariantArg1 default_value, bool _export)
Add a variable to the VisualScript, optionally giving it a default value or marking it as exported.
- customSignalAddArgument
void customSignalAddArgument(StringArg0 name, long type, StringArg2 argname, long index)
- customSignalGetArgumentCount
long customSignalGetArgumentCount(StringArg0 name)
Get the count of a custom signal's arguments.
- customSignalGetArgumentName
String customSignalGetArgumentName(StringArg0 name, long argidx)
Get the name of a custom signal's argument.
- customSignalGetArgumentType
Variant.Type customSignalGetArgumentType(StringArg0 name, long argidx)
Get the type of a custom signal's argument.
- customSignalRemoveArgument
void customSignalRemoveArgument(StringArg0 name, long argidx)
Remove a specific custom signal's argument.
- customSignalSetArgumentName
void customSignalSetArgumentName(StringArg0 name, long argidx, StringArg2 argname)
Rename a custom signal's argument.
- customSignalSetArgumentType
void customSignalSetArgumentType(StringArg0 name, long argidx, long type)
Change the type of a custom signal's argument.
- customSignalSwapArgument
void customSignalSwapArgument(StringArg0 name, long argidx, long withidx)
Swap two of the arguments of a custom signal.
- dataConnect
void dataConnect(StringArg0 func, long from_node, long from_port, long to_node, long to_port)
Connect two data ports. The value of from_node's from_port would be fed into to_node's to_port.
- dataDisconnect
void dataDisconnect(StringArg0 func, long from_node, long from_port, long to_node, long to_port)
Disconnect two data ports previously connected with dataConnect.
- getFunctionNodeId
long getFunctionNodeId(StringArg0 name)
Returns the id of a function's entry point node.
- getFunctionScroll
Vector2 getFunctionScroll(StringArg0 name)
Returns the position of the center of the screen for a given function.
- getNode
Ref!VisualScriptNode getNode(StringArg0 func, long id)
Returns a node given its id and its function.
- getNodePosition
Vector2 getNodePosition(StringArg0 func, long id)
Returns a node's position in pixels.
- getVariableDefaultValue
Variant getVariableDefaultValue(StringArg0 name)
Returns the default (initial) value of a variable.
- getVariableExport
bool getVariableExport(StringArg0 name)
Returns whether a variable is exported.
- getVariableInfo
Dictionary getVariableInfo(StringArg0 name)
Returns the info for a given variable as a dictionary. The information includes its name, type, hint and usage.
- hasCustomSignal
bool hasCustomSignal(StringArg0 name)
Returns whether a signal exists with the specified name.
- hasDataConnection
bool hasDataConnection(StringArg0 func, long from_node, long from_port, long to_node, long to_port)
Returns whether the specified data ports are connected.
- hasFunction
bool hasFunction(StringArg0 name)
Returns whether a function exists with the specified name.
- hasNode
bool hasNode(StringArg0 func, long id)
Returns whether a node exists with the given id.
- hasSequenceConnection
bool hasSequenceConnection(StringArg0 func, long from_node, long from_output, long to_node)
Returns whether the specified sequence ports are connected.
- hasVariable
bool hasVariable(StringArg0 name)
Returns whether a variable exists with the specified name.
- opAssign
VisualScript opAssign(T n)
Undocumented in source. Be warned that the author may not have intended to support it.
- opEquals
bool opEquals(VisualScript other)
Undocumented in source. Be warned that the author may not have intended to support it.
- opEquals
bool opEquals(typeof(null) n)
Undocumented in source. Be warned that the author may not have intended to support it.
- removeCustomSignal
void removeCustomSignal(StringArg0 name)
Remove a custom signal with the given name.
- removeFunction
void removeFunction(StringArg0 name)
Remove a specific function and its nodes from the script.
- removeNode
void removeNode(StringArg0 func, long id)
- removeVariable
void removeVariable(StringArg0 name)
Remove a variable with the given name.
- renameCustomSignal
void renameCustomSignal(StringArg0 name, StringArg1 new_name)
Change the name of a custom signal.
- renameFunction
void renameFunction(StringArg0 name, StringArg1 new_name)
Change the name of a function.
- renameVariable
void renameVariable(StringArg0 name, StringArg1 new_name)
Change the name of a variable.
- sequenceConnect
void sequenceConnect(StringArg0 func, long from_node, long from_output, long to_node)
Connect two sequence ports. The execution will flow from of from_node's from_output into to_node.
Unlike dataConnect, there isn't a to_port, since the target node can have only one sequence port.
- sequenceDisconnect
void sequenceDisconnect(StringArg0 func, long from_node, long from_output, long to_node)
- setFunctionScroll
void setFunctionScroll(StringArg0 name, Vector2 ofs)
Position the center of the screen for a function.
- setInstanceBaseType
void setInstanceBaseType(StringArg0 type)
Set the base type of the script.
- setNodePosition
void setNodePosition(StringArg0 func, long id, Vector2 position)
Position a node on the screen.
- setVariableDefaultValue
void setVariableDefaultValue(StringArg0 name, VariantArg1 value)
Change the default (initial) value of a variable.
- setVariableExport
void setVariableExport(StringArg0 name, bool enable)
Change whether a variable is exported.
- setVariableInfo
void setVariableInfo(StringArg0 name, Dictionary value)
A script implemented in the Visual Script programming environment.
A script implemented in the Visual Script programming environment. The script extends the functionality of all objects that instance it. GodotObject.setScript extends an existing object, if that object's class matches one of the script's base classes. You are most likely to use this class via the Visual Script editor or when writing plugins for it.