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author | RĂ©mi Verschelde <remi@verschelde.fr> | 2021-01-04 15:01:47 +0100 |
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committer | GitHub <noreply@github.com> | 2021-01-04 15:01:47 +0100 |
commit | 51e5e200e236f506f757b08ee96345fbeec30db0 (patch) | |
tree | ab32df89fe2cf03de8f807bf4a631ae2997bed9a /doc/classes/Variant.xml | |
parent | 8cfec72084e134a41467658da1f5ae5f5567a044 (diff) | |
parent | 215d18814e3db5371ed7aae9555ac25bf7d1a00e (diff) |
Merge pull request #44911 from akien-mga/doc-sync
doc: Sync classref with current source
Diffstat (limited to 'doc/classes/Variant.xml')
-rw-r--r-- | doc/classes/Variant.xml | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/classes/Variant.xml b/doc/classes/Variant.xml index cd76689ffe..775bd58bcf 100644 --- a/doc/classes/Variant.xml +++ b/doc/classes/Variant.xml @@ -17,7 +17,7 @@ - VisualScript tracks properties inside Variants as well, but it also uses static typing. The GUI interface enforces that properties have a particular type that doesn't change over time. - C# is statically typed, but uses the Mono [code]object[/code] type in place of Godot's Variant class when it needs to represent a dynamic value. [code]object[/code] is the Mono runtime's equivalent of the same concept. - The statically-typed language NativeScript C++ does not define a built-in Variant-like class. Godot's GDNative bindings provide their own godot::Variant class for users; Any point at which the C++ code starts interacting with the Godot runtime is a place where you might have to start wrapping data inside Variant objects. - The global [method @GDScript.typeof] function returns the enumerated value of the Variant type stored in the current variable (see [enum Variant.Type]). + The global [method @GlobalScope.typeof] function returns the enumerated value of the Variant type stored in the current variable (see [enum Variant.Type]). [codeblock] var foo = 2 match typeof(foo): |