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author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2020-07-15 12:33:41 +0200 |
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committer | GitHub <noreply@github.com> | 2020-07-15 12:33:41 +0200 |
commit | 08dda79a9c0749b028743321c04bc5b1d7e94490 (patch) | |
tree | 3a7efe93e6a67de25e1c70d8dc8f9f9bc1f6e900 /doc/classes | |
parent | 6497a3fb50802d2a56f5d6a586a66da0f887dc04 (diff) | |
parent | 878f03d8e3452b0d18bc1b693af6029fdbacb92b (diff) |
Merge pull request #37961 from Calinou/doc-csharp-dynamic-object-call
Mention C# gotchas in Object's dynamic call/set/connect methods
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/Object.xml | 5 |
1 files changed, 5 insertions, 0 deletions
diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml index 8d08688b41..3d8c2c5eb0 100644 --- a/doc/classes/Object.xml +++ b/doc/classes/Object.xml @@ -97,6 +97,7 @@ [codeblock] call("set", "position", Vector2(42.0, 0.0)) [/codeblock] + [b]Note:[/b] In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase). </description> </method> <method name="call_deferred" qualifiers="vararg"> @@ -109,6 +110,7 @@ [codeblock] call_deferred("set", "position", Vector2(42.0, 0.0)) [/codeblock] + [b]Note:[/b] In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase). </description> </method> <method name="callv"> @@ -203,6 +205,7 @@ </argument> <description> Returns the [Variant] value of the given [code]property[/code]. If the [code]property[/code] doesn't exist, this will return [code]null[/code]. + [b]Note:[/b] In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase). </description> </method> <method name="get_class" qualifiers="const"> @@ -402,6 +405,7 @@ </argument> <description> Assigns a new value to the given property. If the [code]property[/code] does not exist, nothing will happen. + [b]Note:[/b] In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase). </description> </method> <method name="set_block_signals"> @@ -422,6 +426,7 @@ </argument> <description> Assigns a new value to the given property, after the current frame's physics step. This is equivalent to calling [method set] via [method call_deferred], i.e. [code]call_deferred("set", property, value)[/code]. + [b]Note:[/b] In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase). </description> </method> <method name="set_indexed"> |