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-rw-r--r--doc/classes/bool.xml137
1 files changed, 113 insertions, 24 deletions
diff --git a/doc/classes/bool.xml b/doc/classes/bool.xml
index 869fc14d40..03e8bee7d5 100644
--- a/doc/classes/bool.xml
+++ b/doc/classes/bool.xml
@@ -6,50 +6,108 @@
<description>
Boolean is a built-in type. There are two boolean values: [code]true[/code] and [code]false[/code]. You can think of it as an switch with on or off (1 or 0) setting. Booleans are used in programming for logic in condition statements, like [code]if[/code] statements.
Booleans can be directly used in [code]if[/code] statements. The code below demonstrates this on the [code]if can_shoot:[/code] line. You don't need to use [code]== true[/code], you only need [code]if can_shoot:[/code]. Similarly, use [code]if not can_shoot:[/code] rather than [code]== false[/code].
- [codeblock]
- var can_shoot = true
+ [codeblocks]
+ [gdscript]
+ var _can_shoot = true
func shoot():
- if can_shoot:
+ if _can_shoot:
pass # Perform shooting actions here.
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ private bool _canShoot = true;
+
+ public void Shoot()
+ {
+ if (_canShoot)
+ {
+ // Perform shooting actions here.
+ }
+ }
+ [/csharp]
+ [/codeblocks]
The following code will only create a bullet if both conditions are met: action "shoot" is pressed and if [code]can_shoot[/code] is [code]true[/code].
[b]Note:[/b] [code]Input.is_action_pressed("shoot")[/code] is also a boolean that is [code]true[/code] when "shoot" is pressed and [code]false[/code] when "shoot" isn't pressed.
- [codeblock]
- var can_shoot = true
+ [codeblocks]
+ [gdscript]
+ var _can_shoot = true
func shoot():
- if can_shoot and Input.is_action_pressed("shoot"):
+ if _can_shoot and Input.is_action_pressed("shoot"):
create_bullet()
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ private bool _canShoot = true;
+
+ public void Shoot()
+ {
+ if (_canShoot &amp;&amp; Input.IsActionPressed("shoot"))
+ {
+ CreateBullet();
+ }
+ }
+ [/csharp]
+ [/codeblocks]
The following code will set [code]can_shoot[/code] to [code]false[/code] and start a timer. This will prevent player from shooting until the timer runs out. Next [code]can_shoot[/code] will be set to [code]true[/code] again allowing player to shoot once again.
- [codeblock]
- var can_shoot = true
- onready var cool_down = $CoolDownTimer
+ [gdscript]
+ var _can_shoot = true
+ onready var _cool_down = $CoolDownTimer
func shoot():
- if can_shoot and Input.is_action_pressed("shoot"):
+ if _can_shoot and Input.is_action_pressed("shoot"):
create_bullet()
- can_shoot = false
- cool_down.start()
+ _can_shoot = false
+ _cool_down.start()
func _on_CoolDownTimer_timeout():
- can_shoot = true
- [/codeblock]
+ _can_shoot = true
+ [/gdscript]
+ [csharp]
+ private bool _canShoot = true;
+ private Timer _coolDown;
+
+ public override void _Ready()
+ {
+ _coolDown = GetNode&lt;Timer&gt;("CoolDownTimer");
+ }
+
+ public void Shoot()
+ {
+ if (_canShoot &amp;&amp; Input.IsActionPressed("shoot"))
+ {
+ CreateBullet();
+ _canShoot = false;
+ _coolDown.Start();
+ }
+ }
+
+ public void OnCoolDownTimerTimeout()
+ {
+ _canShoot = true;
+ }
+ [/csharp]
+ [/codeblocks]
</description>
<tutorials>
</tutorials>
<methods>
- <method name="bool">
+ <method name="bool" qualifiers="constructor">
<return type="bool">
</return>
- <argument index="0" name="from" type="int">
+ <description>
+ Constructs a default-initialized [bool] set to [code]false[/code].
+ </description>
+ </method>
+ <method name="bool" qualifiers="constructor">
+ <return type="bool">
+ </return>
+ <argument index="0" name="from" type="bool">
</argument>
<description>
- Cast an [int] value to a boolean value, this method will return [code]false[/code] if [code]0[/code] is passed in, and [code]true[/code] for all other ints.
+ Constructs a [bool] as a copy of the given [bool].
</description>
</method>
- <method name="bool">
+ <method name="bool" qualifiers="constructor">
<return type="bool">
</return>
<argument index="0" name="from" type="float">
@@ -58,14 +116,45 @@
Cast a [float] value to a boolean value, this method will return [code]false[/code] if [code]0.0[/code] is passed in, and [code]true[/code] for all other floats.
</description>
</method>
- <method name="bool">
+ <method name="bool" qualifiers="constructor">
+ <return type="bool">
+ </return>
+ <argument index="0" name="from" type="int">
+ </argument>
+ <description>
+ Cast an [int] value to a boolean value, this method will return [code]false[/code] if [code]0[/code] is passed in, and [code]true[/code] for all other ints.
+ </description>
+ </method>
+ <method name="operator !=" qualifiers="operator">
+ <return type="bool">
+ </return>
+ <argument index="0" name="right" type="bool">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="operator &lt;" qualifiers="operator">
+ <return type="bool">
+ </return>
+ <argument index="0" name="right" type="bool">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="operator ==" qualifiers="operator">
+ <return type="bool">
+ </return>
+ <argument index="0" name="right" type="bool">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="operator &gt;" qualifiers="operator">
<return type="bool">
</return>
- <argument index="0" name="from" type="String">
+ <argument index="0" name="right" type="bool">
</argument>
<description>
- Cast a [String] value to a boolean value, this method will return [code]false[/code] if [code]""[/code] is passed in, and [code]true[/code] for all non-empty strings.
- Examples: [code]bool("False")[/code] returns [code]true[/code], [code]bool("")[/code] returns [code]false[/code].
</description>
</method>
</methods>