Expose Script.get_global_name()

This commit is contained in:
Alfonso J. Ramos 2023-12-18 14:56:24 +01:00 committed by Yuri Sizov
parent 2d0ee20ff3
commit e7e35e8366
2 changed files with 23 additions and 0 deletions

View file

@ -138,6 +138,8 @@ void Script::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_base_script"), &Script::get_base_script);
ClassDB::bind_method(D_METHOD("get_instance_base_type"), &Script::get_instance_base_type);
ClassDB::bind_method(D_METHOD("get_global_name"), &Script::get_global_name);
ClassDB::bind_method(D_METHOD("has_script_signal", "signal_name"), &Script::has_script_signal);
ClassDB::bind_method(D_METHOD("get_script_property_list"), &Script::_get_script_property_list);

View file

@ -24,6 +24,27 @@
Returns the script directly inherited by this script.
</description>
</method>
<method name="get_global_name" qualifiers="const">
<return type="StringName" />
<description>
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 [code]class_name[/code] keyword in GDScript and the [code][GlobalClass][/code] attribute in C#.
[codeblocks]
[gdscript]
class_name MyNode
extends Node
[/gdscript]
[csharp]
using Godot;
[GlobalClass]
public partial class MyNode : Node
{
}
[/csharp]
[/codeblocks]
</description>
</method>
<method name="get_instance_base_type" qualifiers="const">
<return type="StringName" />
<description>