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author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2020-06-15 11:07:10 +0200 |
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committer | GitHub <noreply@github.com> | 2020-06-15 11:07:10 +0200 |
commit | 2a96823cc75a5b858e52b2f4eda3afd86fd4f9a9 (patch) | |
tree | 98db579f40443a18a0667662c284ad2c628a5510 /doc/classes/Node.xml | |
parent | 2db9c13798436527a9d173d0fcb434b79029bb32 (diff) | |
parent | b2ba78ff0f7e83e2b62f3bd0db1afb282781c2ed (diff) |
Merge pull request #39490 from Calinou/doc-node-virtual-method-tree
Clarify Node virtual methdods not being called if node is orphan
Diffstat (limited to 'doc/classes/Node.xml')
-rw-r--r-- | doc/classes/Node.xml | 5 |
1 files changed, 5 insertions, 0 deletions
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index 04c8d2bf57..9617ee0437 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -55,6 +55,7 @@ It is only called if input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_input]. To consume the input event and stop it propagating further to other nodes, [method Viewport.set_input_as_handled] can be called. For gameplay input, [method _unhandled_input] and [method _unhandled_key_input] are usually a better fit as they allow the GUI to intercept the events first. + [b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not orphan). </description> </method> <method name="_physics_process" qualifiers="virtual"> @@ -66,6 +67,7 @@ Called during the physics processing step of the main loop. Physics processing means that the frame rate is synced to the physics, i.e. the [code]delta[/code] variable should be constant. It is only called if physics processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_physics_process]. Corresponds to the [constant NOTIFICATION_PHYSICS_PROCESS] notification in [method Object._notification]. + [b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not orphan). </description> </method> <method name="_process" qualifiers="virtual"> @@ -77,6 +79,7 @@ Called during the processing step of the main loop. Processing happens at every frame and as fast as possible, so the [code]delta[/code] time since the previous frame is not constant. It is only called if processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process]. Corresponds to the [constant NOTIFICATION_PROCESS] notification in [method Object._notification]. + [b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not orphan). </description> </method> <method name="_ready" qualifiers="virtual"> @@ -99,6 +102,7 @@ It is only called if unhandled input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_unhandled_input]. To consume the input event and stop it propagating further to other nodes, [method Viewport.set_input_as_handled] can be called. For gameplay input, this and [method _unhandled_key_input] are usually a better fit than [method _input] as they allow the GUI to intercept the events first. + [b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not orphan). </description> </method> <method name="_unhandled_key_input" qualifiers="virtual"> @@ -111,6 +115,7 @@ It is only called if unhandled key input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_unhandled_key_input]. To consume the input event and stop it propagating further to other nodes, [method Viewport.set_input_as_handled] can be called. For gameplay input, this and [method _unhandled_input] are usually a better fit than [method _input] as they allow the GUI to intercept the events first. + [b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not orphan). </description> </method> <method name="add_child"> |