diff options
Diffstat (limited to 'doc/classes/SceneTree.xml')
-rw-r--r-- | doc/classes/SceneTree.xml | 19 |
1 files changed, 12 insertions, 7 deletions
diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml index 970f5125cd..3cd2ab0903 100644 --- a/doc/classes/SceneTree.xml +++ b/doc/classes/SceneTree.xml @@ -18,9 +18,9 @@ <argument index="0" name="group" type="StringName" /> <argument index="1" name="method" type="StringName" /> <description> - Calls [code]method[/code] on each member of the given group. You can pass arguments to [code]method[/code] by specifying them at the end of the method call. This method is equivalent of calling [method call_group_flags] with [constant GROUP_CALL_DEFAULT] flag. + Calls [code]method[/code] on each member of the given group. You can pass arguments to [code]method[/code] by specifying them at the end of the method call. [b]Note:[/b] Due to design limitations, [method call_group] will fail silently if one of the arguments is [code]null[/code]. - [b]Note:[/b] [method call_group] will always call methods with an one-frame delay, in a way similar to [method Object.call_deferred]. To call methods immediately, use [method call_group_flags] with the [constant GROUP_CALL_REALTIME] flag. + [b]Note:[/b] [method call_group] will call methods immediately on all members at once, which can cause stuttering if an expensive method is called on lots of members. To wait for one frame after [method call_group] was called, use [method call_group_flags] with the [constant GROUP_CALL_DEFERRED] flag. </description> </method> <method name="call_group_flags" qualifiers="vararg"> @@ -30,11 +30,12 @@ <argument index="2" name="method" type="StringName" /> <description> Calls [code]method[/code] on each member of the given group, respecting the given [enum GroupCallFlags]. You can pass arguments to [code]method[/code] by specifying them at the end of the method call. - [b]Note:[/b] Due to design limitations, [method call_group_flags] will fail silently if one of the arguments is [code]null[/code]. [codeblock] - # Call the method immediately and in reverse order. - get_tree().call_group_flags(SceneTree.GROUP_CALL_REALTIME | SceneTree.GROUP_CALL_REVERSE, "bases", "destroy") + # Call the method in a deferred manner and in reverse order. + get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE) [/codeblock] + [b]Note:[/b] Due to design limitations, [method call_group_flags] will fail silently if one of the arguments is [code]null[/code]. + [b]Note:[/b] Group call flags are used to control the method calling behavior. By default, methods will be called immediately in a way similar to [method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is present in the [code]flags[/code] argument, methods will be called with a one-frame delay in a way similar to [method Object.set_deferred]. </description> </method> <method name="change_scene"> @@ -139,6 +140,7 @@ <argument index="1" name="notification" type="int" /> <description> Sends the given notification to all members of the [code]group[/code]. + [b]Note:[/b] [method notify_group] will immediately notify all members at once, which can cause stuttering if an expensive method is called as a result of sending the notification lots of members. To wait for one frame, use [method notify_group_flags] with the [constant GROUP_CALL_DEFERRED] flag. </description> </method> <method name="notify_group_flags"> @@ -148,6 +150,7 @@ <argument index="2" name="notification" type="int" /> <description> Sends the given notification to all members of the [code]group[/code], respecting the given [enum GroupCallFlags]. + [b]Note:[/b] Group call flags are used to control the notification sending behavior. By default, notifications will be sent immediately in a way similar to [method notify_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is present in the [code]flags[/code] argument, notifications will be sent with a one-frame delay in a way similar to using [code]Object.call_deferred("notification", ...)[/code]. </description> </method> <method name="queue_delete"> @@ -189,6 +192,7 @@ <argument index="2" name="value" type="Variant" /> <description> Sets the given [code]property[/code] to [code]value[/code] on all members of the given group. + [b]Note:[/b] [method set_group] will set the property immediately on all members at once, which can cause stuttering if a property with an expensive setter is set on lots of members. To wait for one frame, use [method set_group_flags] with the [constant GROUP_CALL_DEFERRED] flag. </description> </method> <method name="set_group_flags"> @@ -199,6 +203,7 @@ <argument index="3" name="value" type="Variant" /> <description> Sets the given [code]property[/code] to [code]value[/code] on all members of the given group, respecting the given [enum GroupCallFlags]. + [b]Note:[/b] Group call flags are used to control the property setting behavior. By default, properties will be set immediately in a way similar to [method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is present in the [code]flags[/code] argument, properties will be set with a one-frame delay in a way similar to [method Object.call_deferred]. </description> </method> <method name="set_multiplayer"> @@ -297,8 +302,8 @@ <constant name="GROUP_CALL_REVERSE" value="1" enum="GroupCallFlags"> Call a group in reverse scene order. </constant> - <constant name="GROUP_CALL_REALTIME" value="2" enum="GroupCallFlags"> - Call a group immediately (calls are normally made on idle). + <constant name="GROUP_CALL_DEFERRED" value="2" enum="GroupCallFlags"> + Call a group with a one-frame delay (idle frame, not physics). </constant> <constant name="GROUP_CALL_UNIQUE" value="4" enum="GroupCallFlags"> Call a group only once even if the call is executed many times. |