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-rw-r--r--doc/classes/Object.xml65
1 files changed, 31 insertions, 34 deletions
diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml
index e015bec134..e30ff6be19 100644
--- a/doc/classes/Object.xml
+++ b/doc/classes/Object.xml
@@ -24,6 +24,7 @@
[b]Note:[/b] The [code]script[/code] is not exposed like most properties. To set or get an object's [Script] in code, use [method set_script] and [method get_script], respectively.
</description>
<tutorials>
+ <link title="Object class introduction">$DOCS_URL/contributing/development/core_and_modules/object_class.html</link>
<link title="When and how to avoid using nodes for everything">$DOCS_URL/tutorials/best_practices/node_alternatives.html</link>
<link title="Object notifications">$DOCS_URL/tutorials/best_practices/godot_notifications.html</link>
</tutorials>
@@ -109,7 +110,7 @@
[/gdscript]
[csharp]
[Tool]
- public class MyNode2D : Node2D
+ public partial class MyNode2D : Node2D
{
private bool _holdingHammer;
@@ -304,7 +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.
@@ -322,7 +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.
@@ -341,7 +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
@@ -393,8 +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 += () =&gt; OnPlayerHit("sword", 100);
}
private void OnButtonDown()
@@ -404,7 +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]
@@ -430,16 +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: GodotObject.Connect() with a constructed Callable from a method group.
+ button.Connect(Button.SignalName.ButtonDown, Callable.From(OnButtonDown));
+ // Option 3: GodotObject.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()
@@ -457,6 +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.
@@ -472,20 +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) =&gt; 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]
@@ -511,8 +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.
@@ -580,7 +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>
@@ -703,10 +700,10 @@
sprite2d.is_class("Node3D") # Returns false
[/gdscript]
[csharp]
- var sprite2d = new Sprite2D();
- sprite2d.IsClass("Sprite2D"); // Returns true
- sprite2d.IsClass("Node"); // Returns true
- sprite2d.IsClass("Node3D"); // Returns false
+ var sprite2D = new Sprite2D();
+ sprite2D.IsClass("Sprite2D"); // Returns true
+ sprite2D.IsClass("Node"); // Returns true
+ sprite2D.IsClass("Node3D"); // Returns false
[/csharp]
[/codeblocks]
[b]Note:[/b] This method ignores [code]class_name[/code] declarations in the object's script.
@@ -750,10 +747,10 @@
player.SetScript(GD.Load("res://player.gd"));
player.Notification(NotificationEnterTree);
- // The call order is Object -&gt; Node -&gt; Node2D -&gt; player.gd.
+ // The call order is GodotObject -&gt; Node -&gt; Node2D -&gt; player.gd.
- player.notification(NotificationEnterTree, true);
- // The call order is player.gd -&gt; Node2D -&gt; Node -&gt; Object.
+ player.Notification(NotificationEnterTree, true);
+ // The call order is player.gd -&gt; Node2D -&gt; Node -&gt; GodotObject.
[/csharp]
[/codeblocks]
</description>
@@ -867,7 +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">
@@ -882,7 +879,7 @@
<param index="0" name="name" type="StringName" />
<param index="1" name="value" type="Variant" />
<description>
- Adds or changes the entry [param name] inside the object's metadata. The metadata [param value] can be any [Variant], although some types cannot be serialised correctly.
+ Adds or changes the entry [param name] inside the object's metadata. The metadata [param value] can be any [Variant], although some types cannot be serialized correctly.
If [param value] is [code]null[/code], the entry is removed. This is the equivalent of using [method remove_meta]. See also [method has_meta] and [method get_meta].
[b]Note:[/b] Metadata that has a [param name] starting with an underscore ([code]_[/code]) is considered editor-only. Editor-only metadata is not displayed in the Inspector dock and should not be edited.
</description>