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-rw-r--r--doc/classes/Object.xml200
1 files changed, 103 insertions, 97 deletions
diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml
index c9e9a0699c..ba219d8603 100644
--- a/doc/classes/Object.xml
+++ b/doc/classes/Object.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="Object" version="4.0">
+<class name="Object" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Base class for all non-built-in types.
</brief_description>
@@ -27,17 +27,19 @@
The [code]in[/code] operator will evaluate to [code]true[/code] as long as the key exists, even if the value is [code]null[/code].
Objects also receive notifications. Notifications are a simple way to notify the object about different events, so they can all be handled together. See [method _notification].
[b]Note:[/b] Unlike references to a [RefCounted], references to an Object stored in a variable can become invalid without warning. Therefore, it's recommended to use [RefCounted] for data classes instead of [Object].
+ [b]Note:[/b] The [code]script[/code] property is not exposed like most properties, but it does have a setter and getter ([code]set_script()[/code] and [code]get_script()[/code]).
</description>
<tutorials>
- <link title="When and how to avoid using nodes for everything">https://docs.godotengine.org/en/latest/getting_started/workflow/best_practices/node_alternatives.html</link>
+ <link title="When and how to avoid using nodes for everything">$DOCS_URL/tutorials/best_practices/node_alternatives.html</link>
+ <link title="Object notifications">$DOCS_URL/tutorials/best_practices/godot_notifications.html</link>
</tutorials>
<methods>
<method name="_get" qualifiers="virtual">
<return type="Variant" />
- <argument index="0" name="property" type="StringName" />
+ <param index="0" name="property" type="StringName" />
<description>
Virtual method which can be overridden to customize the return value of [method get].
- Returns the given property. Returns [code]null[/code] if the [code]property[/code] does not exist.
+ Returns the given property. Returns [code]null[/code] if the [param property] does not exist.
</description>
</method>
<method name="_get_property_list" qualifiers="virtual">
@@ -51,23 +53,24 @@
<method name="_init" qualifiers="virtual">
<return type="void" />
<description>
- Called when the object is initialized.
+ Called when the object is initialized in memory. Can be defined to take in parameters, that are passed in when constructing.
+ [b]Note:[/b] If [method _init] is defined with required parameters, then explicit construction is the only valid means of creating an Object of the class. If any other means (such as [method PackedScene.instantiate]) is used, then initialization will fail.
</description>
</method>
<method name="_notification" qualifiers="virtual">
<return type="void" />
- <argument index="0" name="what" type="int" />
+ <param index="0" name="what" type="int" />
<description>
- Called whenever the object receives a notification, which is identified in [code]what[/code] by a constant. The base [Object] has two constants [constant NOTIFICATION_POSTINITIALIZE] and [constant NOTIFICATION_PREDELETE], but subclasses such as [Node] define a lot more notifications which are also received by this method.
+ Called whenever the object receives a notification, which is identified in [param what] by a constant. The base [Object] has two constants [constant NOTIFICATION_POSTINITIALIZE] and [constant NOTIFICATION_PREDELETE], but subclasses such as [Node] define a lot more notifications which are also received by this method.
</description>
</method>
<method name="_set" qualifiers="virtual">
<return type="bool" />
- <argument index="0" name="property" type="StringName" />
- <argument index="1" name="value" type="Variant" />
+ <param index="0" name="property" type="StringName" />
+ <param index="1" name="value" type="Variant" />
<description>
Virtual method which can be overridden to customize the return value of [method set].
- Sets a property. Returns [code]true[/code] if the [code]property[/code] exists.
+ Sets a property. Returns [code]true[/code] if the [param property] exists.
</description>
</method>
<method name="_to_string" qualifiers="virtual">
@@ -79,43 +82,43 @@
</method>
<method name="add_user_signal">
<return type="void" />
- <argument index="0" name="signal" type="String" />
- <argument index="1" name="arguments" type="Array" default="[]" />
+ <param index="0" name="signal" type="String" />
+ <param index="1" name="arguments" type="Array" default="[]" />
<description>
- Adds a user-defined [code]signal[/code]. Arguments are optional, but can be added as an [Array] of dictionaries, each containing [code]name: String[/code] and [code]type: int[/code] (see [enum Variant.Type]) entries.
+ Adds a user-defined [param signal]. Arguments are optional, but can be added as an [Array] of dictionaries, each containing [code]name: String[/code] and [code]type: int[/code] (see [enum Variant.Type]) entries.
</description>
</method>
<method name="call" qualifiers="vararg">
<return type="Variant" />
- <argument index="0" name="method" type="StringName" />
+ <param index="0" name="method" type="StringName" />
<description>
- Calls the [code]method[/code] on the object and returns the result. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
+ Calls the [param method] on the object and returns the result. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
[codeblocks]
[gdscript]
- var node = Node2D.new()
- node.call("set", "position", Vector2(42, 0))
+ var node = Node3D.new()
+ node.call("rotate", Vector3(1.0, 0.0, 0.0), 1.571)
[/gdscript]
[csharp]
- var node = new Node2D();
- node.Call("set", "position", new Vector2(42, 0));
+ var node = new Node3D();
+ node.Call("rotate", new Vector3(1f, 0f, 0f), 1.571f);
[/csharp]
[/codeblocks]
[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">
- <return type="void" />
- <argument index="0" name="method" type="StringName" />
+ <return type="Variant" />
+ <param index="0" name="method" type="StringName" />
<description>
- Calls the [code]method[/code] on the object during idle time. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
+ Calls the [param method] on the object during idle time. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
[codeblocks]
[gdscript]
- var node = Node2D.new()
- node.call_deferred("set", "position", Vector2(42, 0))
+ var node = Node3D.new()
+ node.call_deferred("rotate", Vector3(1.0, 0.0, 0.0), 1.571)
[/gdscript]
[csharp]
- var node = new Node2D();
- node.CallDeferred("set", "position", new Vector2(42, 0));
+ var node = new Node3D();
+ node.CallDeferred("rotate", new Vector3(1f, 0f, 0f), 1.571f);
[/csharp]
[/codeblocks]
[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).
@@ -123,18 +126,18 @@
</method>
<method name="callv">
<return type="Variant" />
- <argument index="0" name="method" type="StringName" />
- <argument index="1" name="arg_array" type="Array" />
+ <param index="0" name="method" type="StringName" />
+ <param index="1" name="arg_array" type="Array" />
<description>
- Calls the [code]method[/code] on the object and returns the result. Contrarily to [method call], this method does not support a variable number of arguments but expects all parameters to be via a single [Array].
+ Calls the [param method] on the object and returns the result. Contrarily to [method call], this method does not support a variable number of arguments but expects all parameters to be via a single [Array].
[codeblocks]
[gdscript]
- var node = Node2D.new()
- node.callv("set", ["position", Vector2(42, 0)])
+ var node = Node3D.new()
+ node.callv("rotate", [Vector3(1.0, 0.0, 0.0), 1.571])
[/gdscript]
[csharp]
- var node = new Node2D();
- node.Callv("set", new Godot.Collections.Array { "position", new Vector2(42, 0) });
+ var node = new Node3D();
+ node.Callv("rotate", new Godot.Collections.Array { new Vector3(1f, 0f, 0f), 1.571f });
[/csharp]
[/codeblocks]
</description>
@@ -147,14 +150,12 @@
</method>
<method name="connect">
<return type="int" enum="Error" />
- <argument index="0" name="signal" type="StringName" />
- <argument index="1" name="callable" type="Callable" />
- <argument index="2" name="binds" type="Array" default="[]" />
- <argument index="3" name="flags" type="int" default="0" />
- <description>
- Connects a [code]signal[/code] to a [code]callable[/code]. Pass optional [code]binds[/code] to the call as an [Array] of parameters. These parameters will be passed to the [Callable]'s 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.
- [b]Note:[/b] This method is the legacy implementation for connecting signals. The recommended modern approach is to use [method Signal.connect] and to use [method Callable.bind] to add and validate parameter binds. Both syntaxes are shown below.
- A signal can only be connected once to a [Callable]. 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.
+ <param index="0" name="signal" type="StringName" />
+ <param index="1" name="callable" type="Callable" />
+ <param index="2" name="flags" type="int" default="0" />
+ <description>
+ Connects a [param signal] to a [param callable]. Use [param flags] to set deferred or one-shot connections. See [enum ConnectFlags] constants.
+ A signal can only be connected once to a [Callable]. It will print 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 callable's target is destroyed in the game's lifecycle, the connection will be lost.
[b]Examples with recommended syntax:[/b]
Connecting signals is one of the most common operations in Godot and the API gives many options to do so, which are described further down. The code block below shows the recommended approach for both GDScript and C#.
@@ -242,7 +243,7 @@
}
[/csharp]
[/codeblocks]
- While all options have the same outcome ([code]button[/code]'s [signal BaseButton.button_down] signal will be connected to [code]_on_button_down[/code]), option 3 offers the best validation: it will throw a compile-time error if either the [code]button_down[/code] signal or the [code]_on_button_down[/code] callable are undefined. On the other hand, option 2 only relies on string names and will only be able to validate either names at runtime: it will throw a runtime error if [code]"button_down"[/code] doesn't correspond to a signal, or if [code]"_on_button_down"[/code] is not a registered method in the object [code]self[/code]. The main reason for using options 1, 2, or 4 would be if you actually need to use strings (e.g. to connect signals programmatically based on strings read from a configuration file). Otherwise, option 3 is the recommended (and fastest) method.
+ While all options have the same outcome ([code]button[/code]'s [signal BaseButton.button_down] signal will be connected to [code]_on_button_down[/code]), option 3 offers the best validation: it will print a compile-time error if either the [code]button_down[/code] signal or the [code]_on_button_down[/code] callable are undefined. On the other hand, option 2 only relies on string names and will only be able to validate either names at runtime: it will print a runtime error if [code]"button_down"[/code] doesn't correspond to a signal, or if [code]"_on_button_down"[/code] is not a registered method in the object [code]self[/code]. The main reason for using options 1, 2, or 4 would be if you actually need to use strings (e.g. to connect signals programmatically based on strings read from a configuration file). Otherwise, option 3 is the recommended (and fastest) method.
[b]Parameter bindings and passing:[/b]
For legacy or language-specific reasons, there are also several ways to bind parameters to signals. One can pass a [code]binds[/code] [Array] to [method Object.connect] or [method Signal.connect], or use the recommended [method Callable.bind] method to create a new callable from an existing one, with the given parameter binds.
One can also pass additional parameters when emitting the signal with [method emit_signal]. The examples below show the relationship between those two types of parameters.
@@ -290,18 +291,18 @@
</method>
<method name="disconnect">
<return type="void" />
- <argument index="0" name="signal" type="StringName" />
- <argument index="1" name="callable" type="Callable" />
+ <param index="0" name="signal" type="StringName" />
+ <param index="1" name="callable" type="Callable" />
<description>
- Disconnects a [code]signal[/code] from a given [code]callable[/code].
- If you try to disconnect a connection that does not exist, the method will throw an error. Use [method is_connected] to ensure that the connection exists.
+ Disconnects a [param signal] from a given [param callable].
+ If you try to disconnect a connection that does not exist, the method will print an error. Use [method is_connected] to ensure that the connection exists.
</description>
</method>
<method name="emit_signal" qualifiers="vararg">
- <return type="void" />
- <argument index="0" name="signal" type="StringName" />
+ <return type="int" enum="Error" />
+ <param index="0" name="signal" type="StringName" />
<description>
- Emits the given [code]signal[/code]. The signal must exist, so it should be a built-in signal of this class or one of its parent classes, or a user-defined signal. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
+ Emits the given [param signal]. The signal must exist, so it should be a built-in signal of this class or one of its parent classes, or a user-defined signal. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
[codeblocks]
[gdscript]
emit_signal("hit", "sword", 100)
@@ -322,16 +323,17 @@
</method>
<method name="get" qualifiers="const">
<return type="Variant" />
- <argument index="0" name="property" type="String" />
+ <param index="0" name="property" type="StringName" />
<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].
+ Returns the [Variant] value of the given [param property]. If the [param property] 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">
<return type="String" />
<description>
- Returns the object's class as a [String].
+ Returns the object's class as a [String]. See also [method is_class].
+ [b]Note:[/b] [method get_class] does not take [code]class_name[/code] declarations into account. If the object has a [code]class_name[/code] defined, the base class name will be returned instead.
</description>
</method>
<method name="get_incoming_connections" qualifiers="const">
@@ -346,9 +348,10 @@
</method>
<method name="get_indexed" qualifiers="const">
<return type="Variant" />
- <argument index="0" name="property" type="NodePath" />
+ <param index="0" name="property" type="NodePath" />
<description>
Gets the object's property indexed by the given [NodePath]. The node path should be relative to the current object and can use the colon character ([code]:[/code]) to access nested properties. Examples: [code]"position:x"[/code] or [code]"material:next_pass:blend_mode"[/code].
+ [b]Note:[/b] Even though the method takes [NodePath] argument, it doesn't support actual paths to [Node]s in the scene tree, only colon-separated sub-property paths. For the purpose of nodes, use [method Node.get_node_and_resource] instead.
</description>
</method>
<method name="get_instance_id" qualifiers="const">
@@ -360,9 +363,11 @@
</method>
<method name="get_meta" qualifiers="const">
<return type="Variant" />
- <argument index="0" name="name" type="StringName" />
+ <param index="0" name="name" type="StringName" />
+ <param index="1" name="default" type="Variant" default="null" />
<description>
- Returns the object's metadata entry for the given [code]name[/code].
+ Returns the object's metadata entry for the given [param name].
+ Throws error if the entry does not exist, unless [param default] is not [code]null[/code] (in which case the default value will be returned).
</description>
</method>
<method name="get_meta_list" qualifiers="const">
@@ -392,9 +397,9 @@
</method>
<method name="get_signal_connection_list" qualifiers="const">
<return type="Array" />
- <argument index="0" name="signal" type="String" />
+ <param index="0" name="signal" type="StringName" />
<description>
- Returns an [Array] of connections for the given [code]signal[/code].
+ Returns an [Array] of connections for the given [param signal].
</description>
</method>
<method name="get_signal_list" qualifiers="const">
@@ -405,30 +410,30 @@
</method>
<method name="has_meta" qualifiers="const">
<return type="bool" />
- <argument index="0" name="name" type="StringName" />
+ <param index="0" name="name" type="StringName" />
<description>
- Returns [code]true[/code] if a metadata entry is found with the given [code]name[/code].
+ Returns [code]true[/code] if a metadata entry is found with the given [param name].
</description>
</method>
<method name="has_method" qualifiers="const">
<return type="bool" />
- <argument index="0" name="method" type="StringName" />
+ <param index="0" name="method" type="StringName" />
<description>
- Returns [code]true[/code] if the object contains the given [code]method[/code].
+ Returns [code]true[/code] if the object contains the given [param method].
</description>
</method>
<method name="has_signal" qualifiers="const">
<return type="bool" />
- <argument index="0" name="signal" type="StringName" />
+ <param index="0" name="signal" type="StringName" />
<description>
- Returns [code]true[/code] if the given [code]signal[/code] exists.
+ Returns [code]true[/code] if the given [param signal] exists.
</description>
</method>
<method name="has_user_signal" qualifiers="const">
<return type="bool" />
- <argument index="0" name="signal" type="StringName" />
+ <param index="0" name="signal" type="StringName" />
<description>
- Returns [code]true[/code] if the given user-defined [code]signal[/code] exists. Only signals added using [method add_user_signal] are taken into account.
+ Returns [code]true[/code] if the given user-defined [param signal] exists. Only signals added using [method add_user_signal] are taken into account.
</description>
</method>
<method name="is_blocking_signals" qualifiers="const">
@@ -439,17 +444,18 @@
</method>
<method name="is_class" qualifiers="const">
<return type="bool" />
- <argument index="0" name="class" type="String" />
+ <param index="0" name="class" type="String" />
<description>
- Returns [code]true[/code] if the object inherits from the given [code]class[/code].
+ Returns [code]true[/code] if the object inherits from the given [param class]. See also [method get_class].
+ [b]Note:[/b] [method is_class] does not take [code]class_name[/code] declarations into account. If the object has a [code]class_name[/code] defined, [method is_class] will return [code]false[/code] for that name.
</description>
</method>
<method name="is_connected" qualifiers="const">
<return type="bool" />
- <argument index="0" name="signal" type="StringName" />
- <argument index="1" name="callable" type="Callable" />
+ <param index="0" name="signal" type="StringName" />
+ <param index="1" name="callable" type="Callable" />
<description>
- Returns [code]true[/code] if a connection exists for a given [code]signal[/code] and [code]callable[/code].
+ Returns [code]true[/code] if a connection exists for a given [param signal] and [param callable].
</description>
</method>
<method name="is_queued_for_deletion" qualifiers="const">
@@ -460,11 +466,11 @@
</method>
<method name="notification">
<return type="void" />
- <argument index="0" name="what" type="int" />
- <argument index="1" name="reversed" type="bool" default="false" />
+ <param index="0" name="what" type="int" />
+ <param index="1" name="reversed" type="bool" default="false" />
<description>
Send a given notification to the object, which will also trigger a call to the [method _notification] method of all classes that the object inherits from.
- If [code]reversed[/code] is [code]true[/code], [method _notification] is called first on the object's own class, and then up to its successive parent classes. If [code]reversed[/code] is [code]false[/code], [method _notification] is called first on the highest ancestor ([Object] itself), and then down to its successive inheriting classes.
+ If [param reversed] is [code]true[/code], [method _notification] is called first on the object's own class, and then up to its successive parent classes. If [param reversed] is [code]false[/code], [method _notification] is called first on the highest ancestor ([Object] itself), and then down to its successive inheriting classes.
</description>
</method>
<method name="notify_property_list_changed">
@@ -475,31 +481,31 @@
</method>
<method name="remove_meta">
<return type="void" />
- <argument index="0" name="name" type="StringName" />
+ <param index="0" name="name" type="StringName" />
<description>
Removes a given entry from the object's metadata. See also [method set_meta].
</description>
</method>
<method name="set">
<return type="void" />
- <argument index="0" name="property" type="String" />
- <argument index="1" name="value" type="Variant" />
+ <param index="0" name="property" type="StringName" />
+ <param index="1" name="value" type="Variant" />
<description>
- Assigns a new value to the given property. If the [code]property[/code] does not exist, nothing will happen.
+ Assigns a new value to the given property. If the [param property] does not exist or the given value's type doesn't match, 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">
<return type="void" />
- <argument index="0" name="enable" type="bool" />
+ <param index="0" name="enable" type="bool" />
<description>
If set to [code]true[/code], signal emission is blocked.
</description>
</method>
<method name="set_deferred">
<return type="void" />
- <argument index="0" name="property" type="StringName" />
- <argument index="1" name="value" type="Variant" />
+ <param index="0" name="property" type="StringName" />
+ <param index="1" name="value" type="Variant" />
<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).
@@ -507,8 +513,8 @@
</method>
<method name="set_indexed">
<return type="void" />
- <argument index="0" name="property" type="NodePath" />
- <argument index="1" name="value" type="Variant" />
+ <param index="0" name="property" type="NodePath" />
+ <param index="1" name="value" type="Variant" />
<description>
Assigns a new value to the property identified by the [NodePath]. The node path should be relative to the current object and can use the colon character ([code]:[/code]) to access nested properties. Example:
[codeblocks]
@@ -529,15 +535,15 @@
</method>
<method name="set_message_translation">
<return type="void" />
- <argument index="0" name="enable" type="bool" />
+ <param index="0" name="enable" type="bool" />
<description>
Defines whether the object can translate strings (with calls to [method tr]). Enabled by default.
</description>
</method>
<method name="set_meta">
<return type="void" />
- <argument index="0" name="name" type="StringName" />
- <argument index="1" name="value" type="Variant" />
+ <param index="0" name="name" type="StringName" />
+ <param index="1" name="value" type="Variant" />
<description>
Adds, changes or removes a given entry in the object's metadata. Metadata are serialized and can take any [Variant] value.
To remove a given entry from the object's metadata, use [method remove_meta]. Metadata is also removed if its value is set to [code]null[/code]. This means you can also use [code]set_meta("name", null)[/code] to remove metadata for [code]"name"[/code].
@@ -545,7 +551,7 @@
</method>
<method name="set_script">
<return type="void" />
- <argument index="0" name="script" type="Variant" />
+ <param index="0" name="script" type="Variant" />
<description>
Assigns a script to the object. Each object can have a single script assigned to it, which are used to extend its functionality.
If the object already had a script, the previous script instance will be freed and its variables and state will be lost. The new script's [method _init] method will be called.
@@ -560,26 +566,26 @@
</method>
<method name="tr" qualifiers="const">
<return type="String" />
- <argument index="0" name="message" type="StringName" />
- <argument index="1" name="context" type="StringName" default="&quot;&quot;" />
+ <param index="0" name="message" type="StringName" />
+ <param index="1" name="context" type="StringName" default="&quot;&quot;" />
<description>
Translates a message using translation catalogs configured in the Project Settings. An additional context could be used to specify the translation context.
- Only works if message translation is enabled (which it is by default), otherwise it returns the [code]message[/code] unchanged. See [method set_message_translation].
- See [url=https://docs.godotengine.org/en/latest/tutorials/i18n/internationalizing_games.html]Internationalizing games[/url] for examples of the usage of this method.
+ Only works if message translation is enabled (which it is by default), otherwise it returns the [param message] unchanged. See [method set_message_translation].
+ See [url=$DOCS_URL/tutorials/i18n/internationalizing_games.html]Internationalizing games[/url] for examples of the usage of this method.
</description>
</method>
<method name="tr_n" qualifiers="const">
<return type="String" />
- <argument index="0" name="message" type="StringName" />
- <argument index="1" name="plural_message" type="StringName" />
- <argument index="2" name="n" type="int" />
- <argument index="3" name="context" type="StringName" default="&quot;&quot;" />
+ <param index="0" name="message" type="StringName" />
+ <param index="1" name="plural_message" type="StringName" />
+ <param index="2" name="n" type="int" />
+ <param index="3" name="context" type="StringName" default="&quot;&quot;" />
<description>
Translates a message involving plurals using translation catalogs configured in the Project Settings. An additional context could be used to specify the translation context.
- Only works if message translation is enabled (which it is by default), otherwise it returns the [code]message[/code] or [code]plural_message[/code] unchanged. See [method set_message_translation].
- The number [code]n[/code] is the number or quantity of the plural object. It will be used to guide the translation system to fetch the correct plural form for the selected language.
+ Only works if message translation is enabled (which it is by default), otherwise it returns the [param message] or [param plural_message] unchanged. See [method set_message_translation].
+ The number [param n] is the number or quantity of the plural object. It will be used to guide the translation system to fetch the correct plural form for the selected language.
[b]Note:[/b] Negative and floating-point values usually represent physical entities for which singular and plural don't clearly apply. In such cases, use [method tr].
- See [url=https://docs.godotengine.org/en/latest/tutorials/i18n/localization_using_gettext.html]Localization using gettext[/url] for examples of the usage of this method.
+ See [url=$DOCS_URL/tutorials/i18n/localization_using_gettext.html]Localization using gettext[/url] for examples of the usage of this method.
</description>
</method>
</methods>