diff options
Diffstat (limited to 'doc/classes/Variant.xml')
-rw-r--r-- | doc/classes/Variant.xml | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/doc/classes/Variant.xml b/doc/classes/Variant.xml index 9d55f5846f..042c8d8e67 100644 --- a/doc/classes/Variant.xml +++ b/doc/classes/Variant.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="Variant" category="Core" version="3.2"> +<class name="Variant" version="4.0"> <brief_description> The most important data type in Godot. </brief_description> @@ -17,7 +17,7 @@ - VisualScript tracks properties inside Variants as well, but it also uses static typing. The GUI interface enforces that properties have a particular type that doesn't change over time. - C# is statically typed, but uses the Mono [code]object[/code] type in place of Godot's Variant class when it needs to represent a dynamic value. [code]object[/code] is the Mono runtime's equivalent of the same concept. - The statically-typed language NativeScript C++ does not define a built-in Variant-like class. Godot's GDNative bindings provide their own godot::Variant class for users; Any point at which the C++ code starts interacting with the Godot runtime is a place where you might have to start wrapping data inside Variant objects. - The global [method @GDScript.typeof] function returns the enumerated value of the Variant type stored in the current variable. These correspond to [code]TYPE_*[/code] constants in the [@GlobalScope] docs. + The global [method @GDScript.typeof] function returns the enumerated value of the Variant type stored in the current variable (see [enum Variant.Type]). [codeblock] var foo = 2 match typeof(foo): |