Last active
January 5, 2018 14:26
-
-
Save puppetmaster-/3b8a2c7941d751bd67551f4b5c2f1941 to your computer and use it in GitHub Desktop.
Godot: export examples #GODOT #cheatsheet
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
extends Node2D | |
# 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 number2 | |
# Export can also take a resource type to use as a hint | |
export(Texture) var character_face | |
# Ein TSCN File man erspart sich das load | |
export(PackedScene) var scene | |
export(Curve2D) var action | |
# 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 | |
# Strings as paths | |
# String is a path to a file | |
export(String, FILE) var f1 | |
# String is a path to a directory | |
export(String, DIR) var f2 | |
# String is a path to a file, custom filter provided as hint | |
export(String, FILE, "*.txt") var f3 | |
# Using paths in the global filesystem is also possible, | |
# but only in tool scripts (see further below) | |
# 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 | |
export(bool) var boolean | |
# 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, with a step of 0.2 | |
export(float, -10, 20, 0.2) var k | |
# Allow values y = exp(x) where y varies betwee 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 | |
# Color given as Red-Green-Blue value | |
export(Color, RGB) var col1 # Color is RGB | |
# Color given as Red-Green-Blue-Alpha value | |
export(Color, RGBA) var col2 # Color is RGBA | |
# another node in the scene can be exported too | |
export(NodePath) var node | |
# Individually edit the bits of an integer | |
#export(int, FLAGS) var spell_elements = ELEMENT_WIND | ELEMENT_WATER | |
# Set any of the given flags from the editor | |
export(int, FLAGS, "Fire", "Water", "Earth", "Wind") var spell_elements2 = 0 | |
# Exporting arrays | |
# Exporting arrays works but with an important caveat: | |
# While regular arrays are created local to every class instance, | |
# exported arrays are shared between all instances. | |
# This means that editing them in one instance will cause them to change in all other instances. | |
# Exported arrays can have initializers, but they must be constant expressions. | |
# Exported array, shared between all instances. | |
# Default value must be a constant expression. | |
export var a=[1,2,3] | |
# Typed arrays also work, only initialized empty: | |
export var vector3s = Vector3Array() | |
export var strings = StringArray() | |
# Regular array, created local for every instance. | |
# Default value can include run-time values, but can't | |
# be exported. | |
var b = [a,2,3] | |
func _ready(): | |
pass | |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment