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
| String | source_code |
|---|
Methods
| bool | can_instantiate\ (\ ) const |
|---|---|
| Script | get_base_script\ (\ ) const |
| StringName | get_global_name\ (\ ) const |
| StringName | get_instance_base_type\ (\ ) const |
| Variant | get_property_default_value\ (\ property: StringName\ ) |
| Variant | get_rpc_config\ (\ ) const |
| Dictionary | get_script_constant_map\ (\ ) |
| Array[Dictionary] | get_script_method_list\ (\ ) |
| Array[Dictionary] | get_script_property_list\ (\ ) |
| Array[Dictionary] | get_script_signal_list\ (\ ) |
| bool | has_script_signal\ (\ signal_name: StringName\ ) const |
| bool | has_source_code\ (\ ) const |
| bool | instance_has\ (\ base_object: Object\ ) const |
| bool | is_abstract\ (\ ) const |
| bool | is_tool\ (\ ) const |
| Error | reload\ (\ keep_state: bool = false\ ) |
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.
Variant get_rpc_config\ (\ ) const 🔗
Returns a Dictionary mapping method names to their RPC configuration defined by this script.
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.
\ Note: The dictionaries returned by this method are formatted identically to those returned by Object.get_method_list().
Array[Dictionary] get_script_property_list\ (\ ) 🔗
Returns the list of properties in this Script.
\ Note: The dictionaries returned by this method are formatted identically to those returned by Object.get_property_list().
Array[Dictionary] get_script_signal_list\ (\ ) 🔗
Returns the list of user signals defined in this Script.
\ Note: The dictionaries returned by this method are formatted identically to those returned by Object.get_signal_list().
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.
bool is_abstract\ (\ ) const 🔗
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.