diff options
Diffstat (limited to 'doc/classes/Object.xml')
-rw-r--r-- | doc/classes/Object.xml | 22 |
1 files changed, 14 insertions, 8 deletions
diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml index 5a84364b92..f7a3be48cf 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> @@ -27,9 +27,11 @@ 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/tutorials/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"> @@ -51,7 +53,8 @@ <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"> @@ -104,7 +107,7 @@ </description> </method> <method name="call_deferred" qualifiers="vararg"> - <return type="void" /> + <return type="Variant" /> <argument 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: @@ -298,7 +301,7 @@ </description> </method> <method name="emit_signal" qualifiers="vararg"> - <return type="void" /> + <return type="int" enum="Error" /> <argument 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: @@ -350,6 +353,7 @@ <argument 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"> @@ -362,8 +366,10 @@ <method name="get_meta" qualifiers="const"> <return type="Variant" /> <argument index="0" name="name" type="StringName" /> + <argument index="1" name="default" type="Variant" default="null" /> <description> Returns the object's metadata entry for the given [code]name[/code]. + Throws error if the entry does not exist, unless [code]default[/code] is not [code]null[/code] (in which case the default value will be returned). </description> </method> <method name="get_meta_list" qualifiers="const"> @@ -487,7 +493,7 @@ <argument index="0" name="property" type="String" /> <argument 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 [code]property[/code] 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> @@ -567,7 +573,7 @@ <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. + See [url=$DOCS_URL/tutorials/i18n/internationalizing_games.html]Internationalizing games[/url] for examples of the usage of this method. </description> </method> <method name="tr_n" qualifiers="const"> @@ -581,7 +587,7 @@ Only works if message translation is enabled (which it is by default), otherwise it returns the [code]message[/code] or [code]plural_message[/code] unchanged. See [method set_message_translation]. The number [code]n[/code] is the number or quantity of the plural object. It will be used to guide the translation system to fetch the correct plural form for the selected language. [b]Note:[/b] Negative and floating-point values usually represent physical entities for which singular and plural don't clearly apply. In such cases, use [method tr]. - See [url=https://docs.godotengine.org/en/latest/tutorials/i18n/localization_using_gettext.html]Localization using gettext[/url] for examples of the usage of this method. + See [url=$DOCS_URL/tutorials/i18n/localization_using_gettext.html]Localization using gettext[/url] for examples of the usage of this method. </description> </method> </methods> |