diff options
Diffstat (limited to 'doc/classes/Node.xml')
-rw-r--r-- | doc/classes/Node.xml | 5 |
1 files changed, 3 insertions, 2 deletions
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index 5956d7a364..5a90354124 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -85,6 +85,7 @@ Called when the node is "ready", i.e. when both the node and its children have entered the scene tree. If the node has children, their [method _ready] callbacks get triggered first, and the parent node will receive the ready notification afterwards. Corresponds to the [constant NOTIFICATION_READY] notification in [method Object._notification]. See also the [code]onready[/code] keyword for variables. Usually used for initialization. For even earlier initialization, [method Object._init] may be used. See also [method _enter_tree]. + [b]Note:[/b] [method _ready] may be called only once for each node. After removing a node from the scene tree and adding again, [code]_ready[/code] will not be called for the second time. This can be bypassed with requesting another call with [method request_ready], which may be called anywhere before adding the node again. </description> </method> <method name="_unhandled_input" qualifiers="virtual"> @@ -595,7 +596,7 @@ <return type="void"> </return> <description> - Requests that [code]_ready[/code] be called again. + Requests that [code]_ready[/code] be called again. Note that the method won't be called immediately, but is scheduled for when the node is added to the scene tree again (see [method _ready]). [code]_ready[/code] is called only for the node which requested it, which means that you need to request ready for each child if you want them to call [code]_ready[/code] too (in which case, [code]_ready[/code] will be called in the same order as it would normally). </description> </method> <method name="rpc" qualifiers="vararg"> @@ -827,7 +828,7 @@ <member name="owner" type="Node" setter="set_owner" getter="get_owner"> The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using [PackedScene]), all the nodes it owns will be saved with it. This allows for the creation of complex [SceneTree]s, with instancing and subinstancing. </member> - <member name="pause_mode" type="int" setter="set_pause_mode" getter="get_pause_mode" enum="Node.PauseMode"> + <member name="pause_mode" type="int" setter="set_pause_mode" getter="get_pause_mode" enum="Node.PauseMode" default="0"> Pause mode. How the node will behave if the [SceneTree] is paused. </member> </members> |