<?xml version="1.0" encoding="UTF-8" ?>
<class name="PackedScene" inherits="Resource" version="3.6" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
	<brief_description>
		An abstraction of a serialized scene.
	</brief_description>
	<description>
		A simplified interface to a scene file. Provides access to operations and checks that can be performed on the scene resource itself.
		Can be used to save a node to a file. When saving, the node as well as all the nodes it owns get saved (see [code]owner[/code] property on [Node]).
		[b]Note:[/b] The node doesn't need to own itself.
		[b]Example of loading a saved scene:[/b]
		[codeblock]
		# Use `load()` instead of `preload()` if the path isn't known at compile-time.
		var scene = preload("res://scene.tscn").instance()
		# Add the node as a child of the node the script is attached to.
		add_child(scene)
		[/codeblock]
		[b]Example of saving a node with different owners:[/b] The following example creates 3 objects: [code]Node2D[/code] ([code]node[/code]), [code]RigidBody2D[/code] ([code]rigid[/code]) and [code]CollisionObject2D[/code] ([code]collision[/code]). [code]collision[/code] is a child of [code]rigid[/code] which is a child of [code]node[/code]. Only [code]rigid[/code] is owned by [code]node[/code] and [code]pack[/code] will therefore only save those two nodes, but not [code]collision[/code].
		[codeblock]
		# Create the objects.
		var node = Node2D.new()
		var rigid = RigidBody2D.new()
		var collision = CollisionShape2D.new()

		# Create the object hierarchy.
		rigid.add_child(collision)
		node.add_child(rigid)

		# Change owner of `rigid`, but not of `collision`.
		rigid.owner = node

		var scene = PackedScene.new()
		# Only `node` and `rigid` are now packed.
		var result = scene.pack(node)
		if result == OK:
		    var error = ResourceSaver.save("res://path/name.scn", scene)  # Or "user://..."
		    if error != OK:
		        push_error("An error occurred while saving the scene to disk.")
		[/codeblock]
	</description>
	<tutorials>
		<link title="2D Role Playing Game Demo">https://godotengine.org/asset-library/asset/520</link>
	</tutorials>
	<methods>
		<method name="can_instance" qualifiers="const">
			<return type="bool" />
			<description>
				Returns [code]true[/code] if the scene file has nodes.
			</description>
		</method>
		<method name="get_state">
			<return type="SceneState" />
			<description>
				Returns the [code]SceneState[/code] representing the scene file contents.
			</description>
		</method>
		<method name="instance" qualifiers="const">
			<return type="Node" />
			<argument index="0" name="edit_state" type="int" enum="PackedScene.GenEditState" default="0" />
			<description>
				Instantiates the scene's node hierarchy. Triggers child scene instantiation(s). Triggers a [constant Node.NOTIFICATION_INSTANCED] notification on the root node.
			</description>
		</method>
		<method name="pack">
			<return type="int" enum="Error" />
			<argument index="0" name="path" type="Node" />
			<description>
				Pack will ignore any sub-nodes not owned by given node. See [member Node.owner].
			</description>
		</method>
	</methods>
	<members>
		<member name="_bundled" type="Dictionary" setter="_set_bundled_scene" getter="_get_bundled_scene" default="{&quot;conn_count&quot;: 0,&quot;conns&quot;: PoolIntArray(  ),&quot;editable_instances&quot;: [  ],&quot;names&quot;: PoolStringArray(  ),&quot;node_count&quot;: 0,&quot;node_paths&quot;: [  ],&quot;nodes&quot;: PoolIntArray(  ),&quot;variants&quot;: [  ],&quot;version&quot;: 2}">
			A dictionary representation of the scene contents.
			Available keys include "rnames" and "variants" for resources, "node_count", "nodes", "node_paths" for nodes, "editable_instances" for base scene children overrides, "conn_count" and "conns" for signal connections, and "version" for the format style of the PackedScene.
		</member>
	</members>
	<constants>
		<constant name="GEN_EDIT_STATE_DISABLED" value="0" enum="GenEditState">
			If passed to [method instance], blocks edits to the scene state.
		</constant>
		<constant name="GEN_EDIT_STATE_INSTANCE" value="1" enum="GenEditState">
			If passed to [method instance], provides local scene resources to the local scene.
			[b]Note:[/b] Only available in editor builds.
		</constant>
		<constant name="GEN_EDIT_STATE_MAIN" value="2" enum="GenEditState">
			If passed to [method instance], provides local scene resources to the local scene. Only the main scene should receive the main edit state.
			[b]Note:[/b] Only available in editor builds.
		</constant>
		<constant name="GEN_EDIT_STATE_MAIN_INHERITED" value="3" enum="GenEditState">
			It's similar to [constant GEN_EDIT_STATE_MAIN], but for the case where the scene is being instantiated to be the base of another one.
			[b]Note:[/b] Only available in editor builds.
		</constant>
	</constants>
</class>
