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 042c8d8e67..775bd58bcf 100644 --- a/doc/classes/Variant.xml +++ b/doc/classes/Variant.xml @@ -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 (see [enum Variant.Type]). + The global [method @GlobalScope.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): @@ -50,7 +50,7 @@ Modifications to a container will modify all references to it. A [Mutex] should be created to lock it if multi-threaded access is desired. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/development/cpp/variant_class.html</link> + <link title="Variant class">https://docs.godotengine.org/en/latest/development/cpp/variant_class.html</link> </tutorials> <methods> </methods> |