What is the ultimate goal here? I can think of a few reasons why you might want to do things from code: Similarly you could add Nodes on demand from code. Imagen.texture = load("res://sprites/TileIcons/bat.png") Godot will allocate the object, initialize the variables of the object (to their default value), and run _init. When you do this: var baldosa : Baldosa = Baldosa.new() Is trying to get a child Node from the scene tree. What I'm saying is that this line: imagen = get_node('Sprite') I missed to mention that Baldosa.tscn already have an Sprite node:īut the problem is not accessing the properties. I can't figure out how to put the node in the tree before trying to access its properties. To my understanding: Main starts instantiating Maquina correctly, since it's done when Main is in the Scene tree, but when Maquina instantiates Baldosa it isn't on the tree, so _ready is not called and on _init, Sprite doesn't exist yet. Imagen = get_node('Sprite') # Condition "!is_inside_tree()" is true. I have a project with 3 scenes, in each there are nodes with attached scripts, shown bellow.īt_texture(load("res://sprites/TileIcons/bat.png")) You may also be interested in GDExtension in Godot 4.I have a problem with Godot (I'm learning it). If you want to create actual core types, you need to use C++ and create a Godot Module. All we can do is add a script to an existing core type. We cannot really create a core type from GDScript or any other script language. However, the classes we create in a script are not core types. So you can also use declare variable of the type, use extend with them and check for them with is. Notice that when using class_name you can declare variables of that type, check if a value is of the type with the is operator. For evidence that they are GDScript types. When we create a a class in a script, it is a type. However, not with export because then they would appear twice. These are all declared with var in my code. Such as the ones you see in the code, each with their respective types. Any property with that prefix will be in that category. The value of hint_string will be used as a prefix. Use PROPERTY_USAGE_GROUP to make a collapsible group. Using PROPERTY_USAGE_CATEGORY will produce a named header, similar to the one that says "Node" on the picture on the question. Notice that type is TYPE_NIL and usage is PROPERTY_USAGE_CATEGORY. There I'm creating a category called "Custom". This is an example based on another answer: tool It is possible to create a true custom type?įirst of all, if what you want is a dedicated section in the inspector panel, you can do that with a tool (see Running code in the editor) script and _get_property_list. You can use the virtual method handles() to check if your custom object is being edited by checking the script or using the is keyword.ĭuring run-time, this will be a simple object with a script so this function does not need to be called then. When given node or resource is selected, the base type will be instanced (ie, "Spatial", "Control", "Resource"), then the script will be loaded and set to this object. Void add_custom_type(type: String, base: String, script: Script, icon: Texture)Īdds a custom type, which will appear in the list of nodes or resources. What I figured out is that "custom type" created in this way is not a "custom type" but just a Parent type with script attached to it. toolĪdd_custom_type("PlayerController", "Node", preload("PlayerController.gd"),preload("PlayerController.svg")) I thought that it is due to the "script classes" being a simplified comparing to regular extensions. I'd expected it to be in the "PlayerController" dedicated section as it with node, so it will be possible to inherit and see the nice stack of properties there. I'm trying to create a custom type for my Player Controller.įirst I went with "script classes": extends Nodeīut then I realized, and was not quite satisfied with the way that properties are displayed:
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