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Diffstat (limited to 'doc/classes/Variant.xml')
-rw-r--r-- | doc/classes/Variant.xml | 1 |
1 files changed, 0 insertions, 1 deletions
diff --git a/doc/classes/Variant.xml b/doc/classes/Variant.xml index f2104d77ab..0d6fcd0ef5 100644 --- a/doc/classes/Variant.xml +++ b/doc/classes/Variant.xml @@ -25,7 +25,6 @@ - GDScript automatically wrap values in them. It keeps all data in plain Variants by default and then optionally enforces custom static typing rules on variable types. - 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 @GlobalScope.typeof] function returns the enumerated value of the Variant type stored in the current variable (see [enum Variant.Type]). [codeblocks] [gdscript] |