diff options
Diffstat (limited to 'doc/classes/Object.xml')
-rw-r--r-- | doc/classes/Object.xml | 46 |
1 files changed, 21 insertions, 25 deletions
diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml index 1a805007e6..e4607456ca 100644 --- a/doc/classes/Object.xml +++ b/doc/classes/Object.xml @@ -305,7 +305,7 @@ [/gdscript] [csharp] var node = new Node3D(); - node.Call("rotate", new Vector3(1f, 0f, 0f), 1.571f); + node.Call(Node3D.MethodName.Rotate, new Vector3(1f, 0f, 0f), 1.571f); [/csharp] [/codeblocks] [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call. @@ -323,7 +323,7 @@ [/gdscript] [csharp] var node = new Node3D(); - node.CallDeferred("rotate", new Vector3(1f, 0f, 0f), 1.571f); + node.CallDeferred(Node3D.MethodName.Rotate, new Vector3(1f, 0f, 0f), 1.571f); [/csharp] [/codeblocks] [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call. @@ -342,7 +342,7 @@ [/gdscript] [csharp] var node = new Node3D(); - node.Callv("rotate", new Godot.Collections.Array { new Vector3(1f, 0f, 0f), 1.571f }); + node.Callv(Node3D.MethodName.Rotate, new Godot.Collections.Array { new Vector3(1f, 0f, 0f), 1.571f }); [/csharp] [/codeblocks] [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call @@ -394,8 +394,8 @@ // This assumes that a `Player` class exists, which defines a `Hit` signal. var player = new Player(); - // Signals as events (`player.Hit += OnPlayerHit;`) do not support argument binding. You have to use: - player.Hit.Connect(OnPlayerHit, new Godot.Collections.Array {"sword", 100 }); + // We can use lambdas when we need to bind additional parameters. + player.Hit += () => OnPlayerHit("sword", 100); } private void OnButtonDown() @@ -405,7 +405,7 @@ private void OnPlayerHit(string weaponType, int damage) { - GD.Print(String.Format("Hit with weapon {0} for {1} damage.", weaponType, damage)); + GD.Print($"Hit with weapon {weaponType} for {damage} damage."); } [/csharp] [/codeblocks] @@ -431,16 +431,12 @@ public override void _Ready() { var button = new Button(); - // Option 1: Object.Connect() with an implicit Callable for the defined function. - button.Connect("button_down", OnButtonDown); - // Option 2: Object.connect() with a constructed Callable using a target object and method name. - button.Connect("button_down", new Callable(self, nameof(OnButtonDown))); - // Option 3: Signal.connect() with an implicit Callable for the defined function. - button.ButtonDown.Connect(OnButtonDown); - // Option 3b: In C#, we can use signals as events and connect with this more idiomatic syntax: + // Option 1: In C#, we can use signals as events and connect with this idiomatic syntax: button.ButtonDown += OnButtonDown; - // Option 4: Signal.connect() with a constructed Callable using a target object and method name. - button.ButtonDown.Connect(new Callable(self, nameof(OnButtonDown))); + // Option 2: Object.Connect() with a constructed Callable from a method group. + button.Connect(Button.SignalName.ButtonDown, Callable.From(OnButtonDown)); + // Option 3: Object.Connect() with a constructed Callable using a target object and method name. + button.Connect(Button.SignalName.ButtonDown, new Callable(this, MethodName.OnButtonDown)); } private void OnButtonDown() @@ -458,6 +454,7 @@ func _ready(): # This assumes that a `Player` class exists, which defines a `hit` signal. var player = Player.new() + # Using Callable.bind(). player.hit.connect(_on_player_hit.bind("sword", 100)) # Parameters added when emitting the signal are passed first. @@ -473,20 +470,19 @@ { // This assumes that a `Player` class exists, which defines a `Hit` signal. var player = new Player(); - // Option 1: Using Callable.Bind(). This way we can still use signals as events. - player.Hit += OnPlayerHit.Bind("sword", 100); - // Option 2: Using a `binds` Array in Signal.Connect(). - player.Hit.Connect(OnPlayerHit, new Godot.Collections.Array{ "sword", 100 }); + // Using lambda expressions that create a closure that captures the additional parameters. + // The lambda only receives the parameters defined by the signal's delegate. + player.Hit += (hitBy, level) => OnPlayerHit(hitBy, level, "sword", 100); // Parameters added when emitting the signal are passed first. - player.EmitSignal("hit", "Dark lord", 5); + player.EmitSignal(SignalName.Hit, "Dark lord", 5); } // We pass two arguments when emitting (`hit_by`, `level`), // and bind two more arguments when connecting (`weapon_type`, `damage`). private void OnPlayerHit(string hitBy, int level, string weaponType, int damage) { - GD.Print(String.Format("Hit by {0} (level {1}) with weapon {2} for {3} damage.", hitBy, level, weaponType, damage)); + GD.Print($"Hit by {hitBy} (level {level}) with weapon {weaponType} for {damage} damage."); } [/csharp] [/codeblocks] @@ -512,8 +508,8 @@ emit_signal("game_over") [/gdscript] [csharp] - EmitSignal("Hit", "sword", 100); - EmitSignal("GameOver"); + EmitSignal(SignalName.Hit, "sword", 100); + EmitSignal(SignalName.GameOver); [/csharp] [/codeblocks] [b]Note:[/b] In C#, [param signal] must be in snake_case when referring to built-in Godot signals. Prefer using the names exposed in the [code]SignalName[/code] class to avoid allocating a new [StringName] on each call. @@ -581,7 +577,7 @@ var b = node.GetIndexed("position:y"); // b is -10 [/csharp] [/codeblocks] - [b]Note:[/b] In C#, [param property_path] must be in snake_case when referring to built-in Godot properties. + [b]Note:[/b] In C#, [param property_path] must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call. [b]Note:[/b] This method does not support actual paths to nodes in the [SceneTree], only sub-property paths. In the context of nodes, use [method Node.get_node_and_resource] instead. </description> </method> @@ -868,7 +864,7 @@ GD.Print(node.Position); // Prints (42, -10) [/csharp] [/codeblocks] - [b]Note:[/b] In C#, [param property_path] must be in snake_case when referring to built-in Godot properties. + [b]Note:[/b] In C#, [param property_path] must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call. </description> </method> <method name="set_message_translation"> |