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authorRĂ©mi Verschelde <rverschelde@gmail.com>2019-11-21 10:36:15 +0100
committerGitHub <noreply@github.com>2019-11-21 10:36:15 +0100
commit3d74bbe72068affb195800a1a5cb620431285d9e (patch)
treec17018bd80ac4aba666051e6ccfafdb2469faa89
parent2981915f19f6c168128afffcfe18fcd122401b65 (diff)
parentb81f9f777f3b621bc5b8970eabd8d93d1db453b9 (diff)
Merge pull request #33312 from BenjaminNavarro/master
Better description of the binds parameter of connect
-rw-r--r--doc/classes/Object.xml9
1 files changed, 8 insertions, 1 deletions
diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml
index 4b77197e29..5a09fe39c0 100644
--- a/doc/classes/Object.xml
+++ b/doc/classes/Object.xml
@@ -139,7 +139,7 @@
<argument index="4" name="flags" type="int" default="0">
</argument>
<description>
- Connects a [code]signal[/code] to a [code]method[/code] on a [code]target[/code] object. Pass optional [code]binds[/code] to the call as an [Array] of parameters. Use [code]flags[/code] to set deferred or one-shot connections. See [enum ConnectFlags] constants.
+ Connects a [code]signal[/code] to a [code]method[/code] on a [code]target[/code] object. Pass optional [code]binds[/code] to the call as an [Array] of parameters. These parameters will be passed to the method after any parameter used in the call to [method emit_signal]. Use [code]flags[/code] to set deferred or one-shot connections. See [enum ConnectFlags] constants.
A [code]signal[/code] can only be connected once to a [code]method[/code]. It will throw an error if already connected, unless the signal was connected with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method is_connected] to check for existing connections.
If the [code]target[/code] is destroyed in the game's lifecycle, the connection will be lost.
Examples:
@@ -148,6 +148,13 @@
connect("text_entered", self, "_on_LineEdit_text_entered") # LineEdit signal
connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # User-defined signal
[/codeblock]
+ An example of the relationship between [code]binds[/code] passed to [method connect] and parameters used when calling [method emit_signal]:
+ [codeblock]
+ connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # weapon_type and damage are passed last
+ emit_signal("hit", "Dark lord", 5) # "Dark lord" and 5 are passed first
+ func _on_Player_hit(hit_by, level, weapon_type, damage):
+ print("Hit by %s (lvl %d) with weapon %s for %d damage" % [hit_by, level, weapon_type, damage])
+ [/codeblock]
</description>
</method>
<method name="disconnect">