A scripted Visual Script node.
    public class VisualScriptCustomNode : VisualScriptNode

A custom Visual Script node which can be scripted in powerful ways.

Inheritance Chain

Static Fields

    public const Int32 StepExitFunctionBit = 134217728

    public const Int32 StepGoBackBit = 33554432

    public const Int32 StepNoAdvanceBit = 67108864

    public const Int32 StepPushStackBit = 16777216

    public const Int32 StepYieldBit = 268435456

Constructors

    public VisualScriptCustomNode()

Methods

    public virtual string _GetCaption()

Return the node’s title.

    public virtual string _GetCategory()

Return the node’s category.

    public virtual int _GetInputValuePortCount()

Return the count of input value ports.

    public virtual string _GetInputValuePortName(int idx)

Return the specified input port’s name.

    public virtual int _GetInputValuePortType(int idx)

Return the specified input port’s type. See the TYPE_* enum in [@GlobalScope].

    public virtual int _GetOutputSequencePortCount()

Return the amount of output sequence ports.

    public virtual string _GetOutputSequencePortText(int idx)

Return the specified sequence output’s name.

    public virtual int _GetOutputValuePortCount()

Return the amount of output value ports.

    public virtual string _GetOutputValuePortName(int idx)

Return the specified output’s name.

    public virtual int _GetOutputValuePortType(int idx)

Return the specified output’s type. See the TYPE_* enum in [@GlobalScope].

    public virtual string _GetText()

Return the custom node’s text, which is shown right next to the input sequence port (if there is none, on the place that is usually taken by it).

    public virtual int _GetWorkingMemorySize()

Return the size of the custom node’s working memory. See _Step(Godot.Collections.Array, Godot.Collections.Array, int, Godot.Collections.Array) for more details.

    public virtual bool _HasInputSequencePort()

Return whether the custom node has an input sequence port.

    public virtual object _Step(Godot.Collections.Array inputs, Godot.Collections.Array outputs, int startMode, Godot.Collections.Array workingMem)

Execute the custom node’s logic, returning the index of the output sequence port to use or a String when there is an error.

The inputs array contains the values of the input ports.

outputs is an array whose indices should be set to the respective outputs.

The startMode is usually START_MODE_BEGIN_SEQUENCE, unless you have used the STEP_* constants.

workingMem is an array which can be used to persist information between runs of the custom node.

When returning, you can mask the returned value with one of the STEP_* constants.

Inner Types

StartMode

Name Value Description
BeginSequence 0 The start mode used the first time when [method _step] is called.
ContinueSequence 1 The start mode used when [method _step] is called after coming back from a STEP_PUSH_STACK_BIT.
ResumeYield 2 The start mode used when [method _step] is called after resuming from STEP_YIELD_BIT.
Tags: