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Extensions
Valk edited this page Aug 27, 2025
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9 revisions
Note
Not all extensions on this page may be up to date. Only a select few highlighted extensions are shown here. For the full list click here.
void SetCondition(this AnimationTree tree, StringName path, bool value)
void SetBlendSpace1DPosition(this AnimationTree tree, StringName name, float value)
void SetParam(this AnimationTree tree, StringName path, Variant value)
Variant GetParam(this AnimationTree tree, StringName path)
bool GetCondition(this AnimationTree tree, StringName path)
AnimationNodeStateMachinePlayback GetStateMachine(this AnimationTree tree)
void SetPositionIgnoreSmoothing(this Camera2D camera, Vector2 position)
Control SetFontSize(this Control control, int fontSize)
Control SetMarginLeft(this Control control, int padding)
// and so on...
bool IsWheelUp(this InputEventMouseButton @event)
bool IsZoomIn(this InputEventMouseButton @event)
bool IsLeftClickPressed(this InputEventMouseButton @event)
bool IsRightClickJustReleased(this InputEventMouseButton @event)
// and so on...
float Remap(this float value, float from1, float to1, float from2, float to2)
// Prints results with GD.Print()
node.PrintFormatted(); // Prints node without crashing the editor!!! Amazing!
array.PrintFormatted();
// .ToFormattedString() may be desired if you don't want to use GD.Print()
Game.Log(node.ToFormattedString());
Game.Log(array.ToFormattedString());
T GetAutoload<T>(this Node node, string autoload) where T : Node
T GetSceneNode<T>(this Node node, string path) where T : Node
T GetNode<T>(this Node node, bool recursive = true) where T : Node
void AddToCurrentSceneDeferred(this Node node, Node child)
void AddToCurrentScene(this Node node, Node child)
void AddChildDeferred(this Node node, Node child)
void QueueFreeChildren(this Node parentNode)
void TraverseNodes(this Node node, Action<Node> code)
Node GetNodeInCurrentScene(this Node node, string path)
Node GetCurrentScene(this Node node)
List<Node> GetNodes(this Node node, Type type)
List<T> GetChildren<T>(this Node node, bool recursive = true) where T : Node
bool TryGetNode<T>(this Node node, out T foundNode, bool recursive = true) where T : Node
bool HasNode<T>(this Node node, bool recursive = true) where T : Node
Task WaitOneFrame(this Node parent)
Vector2 size = sprite.GetPixelSize();