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classref: Sync with current master branch (10e1114)
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@@ -351,11 +351,13 @@ Combined with :ref:`_set<class_Object_private_method__set>` and :ref:`_get_prope
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:ref:`Dictionary[]<class_Dictionary>` **_get_property_list** **(** **)** |virtual|
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Override this method to customize how script properties should be handled by the engine.
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Override this method to provide a custom list of additional properties to handle by the engine.
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Should return a property list, as an :ref:`Array<class_Array>` of dictionaries. The result is added to the array of :ref:`get_property_list<class_Object_method_get_property_list>`, and should be formatted in the same way. Each :ref:`Dictionary<class_Dictionary>` must at least contain the ``name`` and ``type`` entries.
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The example below displays ``hammer_type`` in the Inspector dock, only if ``holding_hammer`` is ``true``:
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You can use :ref:`_property_can_revert<class_Object_private_method__property_can_revert>` and :ref:`_property_get_revert<class_Object_private_method__property_get_revert>` to customize the default values of the properties added by this method.
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The example below displays a list of numbers shown as words going from ``ZERO`` to ``FIVE``, with ``number_count`` controlling the size of the list:
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.. tabs::
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@@ -363,79 +365,107 @@ The example below displays ``hammer_type`` in the Inspector dock, only if ``hold
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.. code-tab:: gdscript
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@tool
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extends Node2D
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extends Node
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@export var holding_hammer = false:
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set(value):
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holding_hammer = value
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@export var number_count = 3:
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set(nc):
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number_count = nc
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numbers.resize(number_count)
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notify_property_list_changed()
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var hammer_type = 0
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var numbers = PackedInt32Array([0, 0, 0])
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func _get_property_list():
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# By default, `hammer_type` is not visible in the editor.
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var property_usage = PROPERTY_USAGE_NO_EDITOR
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if holding_hammer:
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property_usage = PROPERTY_USAGE_DEFAULT
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var properties = []
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properties.append({
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"name": "hammer_type",
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"type": TYPE_INT,
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"usage": property_usage, # See above assignment.
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"hint": PROPERTY_HINT_ENUM,
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"hint_string": "Wooden,Iron,Golden,Enchanted"
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})
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for i in range(number_count):
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properties.append({
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"name": "number_%d" % i,
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"type": TYPE_INT,
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"hint": PROPERTY_HINT_ENUM,
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"hint_string": "ZERO,ONE,TWO,THREE,FOUR,FIVE",
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})
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return properties
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func _get(property):
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if property.begins_with("number_"):
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var index = property.get_slice("_", 1).to_int()
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return numbers[index]
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func _set(property, value):
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if property.begins_with("number_"):
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var index = property.get_slice("_", 1).to_int()
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numbers[index] = value
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return true
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return false
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.. code-tab:: csharp
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[Tool]
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public partial class MyNode2D : Node2D
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public partial class MyNode : Node
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{
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private bool _holdingHammer;
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private int _numberCount;
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[Export]
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public bool HoldingHammer
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public int NumberCount
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{
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get => _holdingHammer;
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get => _numberCount;
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set
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{
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_holdingHammer = value;
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_numberCount = value;
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_numbers.Resize(_numberCount);
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NotifyPropertyListChanged();
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}
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}
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public int HammerType { get; set; }
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private List<int> _numbers = new();
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public override Godot.Collections.Array<Godot.Collections.Dictionary> _GetPropertyList()
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{
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// By default, `HammerType` is not visible in the editor.
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var propertyUsage = PropertyUsageFlags.NoEditor;
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var properties = new Godot.Collections.Array<Godot.Collections.Dictionary>();
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if (HoldingHammer)
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for (int i = 0; i < _numberCount; i++)
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{
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propertyUsage = PropertyUsageFlags.Default;
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properties.Add(new Godot.Collections.Dictionary()
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{
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{ "name", $"number_{i}" },
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{ "type", (int)Variant.Type.Int },
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{ "hint", (int)PropertyHint.Enum },
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{ "hint_string", "Zero,One,Two,Three,Four,Five" },
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});
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}
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var properties = new Godot.Collections.Array<Godot.Collections.Dictionary>();
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properties.Add(new Godot.Collections.Dictionary()
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{
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{ "name", "HammerType" },
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{ "type", (int)Variant.Type.Int },
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{ "usage", (int)propertyUsage }, // See above assignment.
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{ "hint", (int)PropertyHint.Enum },
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{ "hint_string", "Wooden,Iron,Golden,Enchanted" }
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});
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return properties;
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}
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public override Variant _Get(StringName property)
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{
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string propertyName = property.ToString();
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if (propertyName.StartsWith("number_"))
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{
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int index = int.Parse(propertyName.Substring("number_".Length));
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return _numbers[index];
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}
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return default;
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}
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public override bool _Set(StringName property, Variant value)
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{
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string propertyName = property.ToString();
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if (propertyName.StartsWith("number_"))
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{
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int index = int.Parse(propertyName.Substring("number_".Length));
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numbers[index] = value.As<int>();
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return true;
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}
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return false;
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}
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}
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\ **Note:** This method is intended for advanced purposes. For most common use cases, the scripting languages offer easier ways to handle properties. See :ref:`@GDScript.@export<class_@GDScript_annotation_@export>`, :ref:`@GDScript.@export_enum<class_@GDScript_annotation_@export_enum>`, :ref:`@GDScript.@export_group<class_@GDScript_annotation_@export_group>`, etc.
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\ **Note:** This method is intended for advanced purposes. For most common use cases, the scripting languages offer easier ways to handle properties. See :ref:`@GDScript.@export<class_@GDScript_annotation_@export>`, :ref:`@GDScript.@export_enum<class_@GDScript_annotation_@export_enum>`, :ref:`@GDScript.@export_group<class_@GDScript_annotation_@export_group>`, etc. If you want to customize exported properties, use :ref:`_validate_property<class_Object_private_method__validate_property>`.
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\ **Note:** If the object's script is not :ref:`@GDScript.@tool<class_@GDScript_annotation_@tool>`, this method will not be called in the editor.
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@@ -610,7 +640,7 @@ Override this method to customize the return value of :ref:`to_string<class_Obje
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void **_validate_property** **(** :ref:`Dictionary<class_Dictionary>` property **)** |virtual|
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Override this method to customize existing properties. Every property info goes through this method. The dictionary contents is the same as in :ref:`_get_property_list<class_Object_private_method__get_property_list>`.
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Override this method to customize existing properties. Every property info goes through this method, except properties added with :ref:`_get_property_list<class_Object_private_method__get_property_list>`. The dictionary contents is the same as in :ref:`_get_property_list<class_Object_private_method__get_property_list>`.
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.. tabs::
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