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-rw-r--r--doc/classes/Object.xml8
1 files changed, 4 insertions, 4 deletions
diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml
index 7b262d80c7..551edff7bd 100644
--- a/doc/classes/Object.xml
+++ b/doc/classes/Object.xml
@@ -139,7 +139,7 @@
<argument index="4" name="flags" type="int" default="0">
</argument>
<description>
- Connects a [code]signal[/code] to a [code]method[/code] on a [code]target[/code] object. Pass optional [code]binds[/code] to the call as an [Array] of parameters. Use [code]flags[/code] to set deferred or one shot connections. See [enum ConnectFlags] constants.
+ Connects a [code]signal[/code] to a [code]method[/code] on a [code]target[/code] object. Pass optional [code]binds[/code] to the call as an [Array] of parameters. Use [code]flags[/code] to set deferred or one-shot connections. See [enum ConnectFlags] constants.
A [code]signal[/code] can only be connected once to a [code]method[/code]. 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.
If the [code]target[/code] is destroyed in the game's lifecycle, the connection will be lost.
Examples:
@@ -217,7 +217,7 @@
<argument index="0" name="property" type="NodePath">
</argument>
<description>
- Get 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].
+ 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].
</description>
</method>
<method name="get_instance_id" qualifiers="const">
@@ -483,13 +483,13 @@
Called before the object is about to be deleted.
</constant>
<constant name="CONNECT_DEFERRED" value="1" enum="ConnectFlags">
- Connect a signal in deferred mode. This way, signal emissions are stored in a queue, then set on idle time.
+ Connects a signal in deferred mode. This way, signal emissions are stored in a queue, then set on idle time.
</constant>
<constant name="CONNECT_PERSIST" value="2" enum="ConnectFlags">
Persisting connections are saved when the object is serialized to file.
</constant>
<constant name="CONNECT_ONESHOT" value="4" enum="ConnectFlags">
- One shot connections disconnect themselves after emission.
+ One-shot connections disconnect themselves after emission.
</constant>
<constant name="CONNECT_REFERENCE_COUNTED" value="8" enum="ConnectFlags">
Connect a signal as reference counted. This means that a given signal can be connected several times to the same target, and will only be fully disconnected once no references are left.