diff options
Diffstat (limited to 'doc/classes/Object.xml')
-rw-r--r-- | doc/classes/Object.xml | 22 |
1 files changed, 11 insertions, 11 deletions
diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml index e4607456ca..ab7ae82875 100644 --- a/doc/classes/Object.xml +++ b/doc/classes/Object.xml @@ -110,7 +110,7 @@ [/gdscript] [csharp] [Tool] - public class MyNode2D : Node2D + public partial class MyNode2D : Node2D { private bool _holdingHammer; @@ -433,9 +433,9 @@ var button = new Button(); // Option 1: In C#, we can use signals as events and connect with this idiomatic syntax: button.ButtonDown += OnButtonDown; - // Option 2: Object.Connect() with a constructed Callable from a method group. + // Option 2: GodotObject.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. + // 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)); } @@ -639,7 +639,7 @@ <description> Returns an [Array] of connections for the given [param signal] name. Each connection is represented as a [Dictionary] that contains three entries: - [code]signal[/code] is a reference to the [Signal]; - - [code]callable[/code] is a reference to the [Callable]; + - [code]callable[/code] is a reference to the connected [Callable]; - [code]flags[/code] is a combination of [enum ConnectFlags]. </description> </method> @@ -700,10 +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. @@ -747,10 +747,10 @@ player.SetScript(GD.Load("res://player.gd")); player.Notification(NotificationEnterTree); - // The call order is Object -> Node -> Node2D -> player.gd. + // The call order is GodotObject -> Node -> Node2D -> player.gd. - player.notification(NotificationEnterTree, true); - // The call order is player.gd -> Node2D -> Node -> Object. + player.Notification(NotificationEnterTree, true); + // The call order is player.gd -> Node2D -> Node -> GodotObject. [/csharp] [/codeblocks] </description> |