diff options
Diffstat (limited to 'doc/classes')
26 files changed, 390 insertions, 118 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml index 34f706b6f9..33afe38446 100644 --- a/doc/classes/@GlobalScope.xml +++ b/doc/classes/@GlobalScope.xml @@ -16,7 +16,7 @@ <return type="Variant" /> <param index="0" name="x" type="Variant" /> <description> - Returns the absolute value of a [Variant] parameter [param x] (i.e. non-negative value). Variant types [int], [float], [Vector2], [Vector2i], [Vector3] and [Vector3i] are supported. + Returns the absolute value of a [Variant] parameter [param x] (i.e. non-negative value). Supported types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], [Vector4i]. [codeblock] var a = abs(-1) # a is 1 @@ -36,6 +36,7 @@ var f = abs(Vector3i(-7, -8, -9)) # f is (7, 8, 9) [/codeblock] + [b]Note:[/b] For better type safety, use [method absf], [method absi], [method Vector2.abs], [method Vector2i.abs], [method Vector3.abs], [method Vector3i.abs], [method Vector4.abs], or [method Vector4i.abs]. </description> </method> <method name="absf"> @@ -106,6 +107,17 @@ [/codeblock] </description> </method> + <method name="bezier_derivative"> + <return type="float" /> + <param index="0" name="start" type="float" /> + <param index="1" name="control_1" type="float" /> + <param index="2" name="control_2" type="float" /> + <param index="3" name="end" type="float" /> + <param index="4" name="t" type="float" /> + <description> + Returns the derivative at the given [param t] on a one-dimensional [url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bezier curve[/url] defined by the given [param control_1], [param control_2], and [param end] points. + </description> + </method> <method name="bezier_interpolate"> <return type="float" /> <param index="0" name="start" type="float" /> @@ -143,7 +155,7 @@ i = ceil(1.001) # i is 2.0 [/codeblock] See also [method floor], [method round], and [method snapped]. - [b]Note:[/b] For better type safety, see [method ceilf], [method ceili], [method Vector2.ceil], [method Vector3.ceil] and [method Vector4.ceil]. + [b]Note:[/b] For better type safety, use [method ceilf], [method ceili], [method Vector2.ceil], [method Vector3.ceil], or [method Vector4.ceil]. </description> </method> <method name="ceilf"> @@ -168,7 +180,7 @@ <param index="1" name="min" type="Variant" /> <param index="2" name="max" type="Variant" /> <description> - Clamps the [param value], returning a [Variant] not less than [param min] and not more than [param max]. Variant types [int], [float], [Vector2], [Vector2i], [Vector3] and [Vector3i] are supported. + Clamps the [param value], returning a [Variant] not less than [param min] and not more than [param max]. Supported types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], [Vector4i]. [codeblock] var a = clamp(-10, -1, 5) # a is -1 @@ -188,6 +200,7 @@ var f = clamp(Vector3i(-7, -8, -9), Vector3i(-1, 2, 3), Vector3i(-4, -5, -6)) # f is (-4, -5, -6) [/codeblock] + [b]Note:[/b] For better type safety, use [method clampf], [method clampi], [method Vector2.clamp], [method Vector2i.clamp], [method Vector3.clamp], [method Vector3i.clamp], [method Vector4.clamp], or [method Vector4i.clamp]. </description> </method> <method name="clampf"> @@ -367,7 +380,7 @@ a = floor(-2.99) # a is -3.0 [/codeblock] See also [method ceil], [method round], and [method snapped]. - [b]Note:[/b] For better type safety, see [method floorf], [method floori], [method Vector2.floor], [method Vector3.floor] and [method Vector4.floor]. + [b]Note:[/b] For better type safety, use [method floorf], [method floori], [method Vector2.floor], [method Vector3.floor], or [method Vector4.floor]. </description> </method> <method name="floorf"> @@ -783,14 +796,13 @@ </method> <method name="printraw" qualifiers="vararg"> <description> - Prints one or more arguments to strings in the best way possible to console. Unlike [method print], no newline is automatically added at the end. + Prints one or more arguments to strings in the best way possible to the OS terminal. Unlike [method print], no newline is automatically added at the end. [codeblock] printraw("A") printraw("B") printraw("C") - # Prints ABC + # Prints ABC to terminal [/codeblock] - [b]Note:[/b] Due to limitations with Godot's built-in console, this only prints to the terminal. If you need to print in the editor, use another method, such as [method print]. </description> </method> <method name="prints" qualifiers="vararg"> @@ -950,7 +962,7 @@ round(2.6) # Returns 3 [/codeblock] See also [method floor], [method ceil], and [method snapped]. - [b]Note:[/b] For better type safety, use [method roundf], [method roundi], [method Vector2.round], [method Vector3.round] or [method Vector4.round], instead. + [b]Note:[/b] For better type safety, use [method roundf], [method roundi], [method Vector2.round], [method Vector3.round], or [method Vector4.round]. </description> </method> <method name="roundf"> @@ -987,21 +999,22 @@ <return type="Variant" /> <param index="0" name="x" type="Variant" /> <description> - Returns the sign of [param x] as same type of [Variant] as [param x] with each component being -1, 0 and 1 for each negative, zero and positive values respectively. Variant types [int], [float], [Vector2], [Vector2i], [Vector3] and [Vector3i] are supported. + Returns the same type of [Variant] as [param x], with [code]-1[/code] for negative values, [code]1[/code] for positive values, and [code]0[/code] for zeros. Supported types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], [Vector4i]. [codeblock] sign(-6.0) # Returns -1 sign(0.0) # Returns 0 sign(6.0) # Returns 1 - sign(Vector3(-6.0, 0.0, 6.0) # Returns (-1, 0, 1) + sign(Vector3(-6.0, 0.0, 6.0)) # Returns (-1, 0, 1) [/codeblock] + [b]Note:[/b] For better type safety, use [method signf], [method signi], [method Vector2.sign], [method Vector2i.sign], [method Vector3.sign], [method Vector3i.sign], [method Vector4.sign], or [method Vector4i.sign]. </description> </method> <method name="signf"> <return type="float" /> <param index="0" name="x" type="float" /> <description> - Returns the sign of [param x] as a [float]: -1.0 or 1.0. Returns 0.0 if [param x] is 0.0. + Returns [code]-1.0[/code] if [param x] is negative, [code]1.0[/code] if [param x] is positive, and [code]0.0[/code] if if [param x] is zero. [codeblock] sign(-6.5) # Returns -1.0 sign(0.0) # Returns 0.0 @@ -1013,7 +1026,7 @@ <return type="int" /> <param index="0" name="x" type="int" /> <description> - Returns the sign of [param x] as an [int]: -1 or 1. Returns 0 if [param x] is 0. + Returns [code]-1[/code] if [param x] is negative, [code]1[/code] if [param x] is positive, and [code]0[/code] if if [param x] is zero. [codeblock] sign(-6) # Returns -1 sign(0) # Returns 0 @@ -1063,16 +1076,46 @@ </description> </method> <method name="snapped"> + <return type="Variant" /> + <param index="0" name="x" type="Variant" /> + <param index="1" name="step" type="Variant" /> + <description> + Returns the multiple of [param step] that is the closest to [param x]. This can also be used to round a floating point number to an arbitrary number of decimals. + The returned value is the same type of [Variant] as [param step]. Supported types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], [Vector4i]. + [codeblock] + snapped(100, 32) # Returns 96 + snapped(3.14159, 0.01) # Returns 3.14 + + snapped(Vector2(34, 70), Vector2(8, 8)) # Returns (32, 72) + [/codeblock] + See also [method ceil], [method floor], and [method round]. + [b]Note:[/b] For better type safety, use [method snappedf], [method snappedi], [method Vector2.snapped], [method Vector2i.snapped], [method Vector3.snapped], [method Vector3i.snapped], [method Vector4.snapped], or [method Vector4i.snapped]. + </description> + </method> + <method name="snappedf"> <return type="float" /> <param index="0" name="x" type="float" /> <param index="1" name="step" type="float" /> <description> - Snaps the float value [param x] to a given [param step]. This can also be used to round a floating point number to an arbitrary number of decimals. + Returns the multiple of [param step] that is the closest to [param x]. This can also be used to round a floating point number to an arbitrary number of decimals. + A type-safe version of [method snapped], returning a [float]. [codeblock] - snapped(100, 32) # Returns 96 - snapped(3.14159, 0.01) # Returns 3.14 + snapped(32.0, 2.5) # Returns 32.5 + snapped(3.14159, 0.01) # Returns 3.14 + [/codeblock] + </description> + </method> + <method name="snappedi"> + <return type="int" /> + <param index="0" name="x" type="float" /> + <param index="1" name="step" type="int" /> + <description> + Returns the multiple of [param step] that is the closest to [param x]. + A type-safe version of [method snapped], returning an [int]. + [codeblock] + snapped(53, 16) # Returns 48 + snapped(4096, 100) # Returns 4100 [/codeblock] - See also [method ceil], [method floor], and [method round]. </description> </method> <method name="sqrt"> diff --git a/doc/classes/Array.xml b/doc/classes/Array.xml index 2ec37651f7..603974d619 100644 --- a/doc/classes/Array.xml +++ b/doc/classes/Array.xml @@ -300,13 +300,6 @@ Searches the array for a value and returns its index or [code]-1[/code] if not found. Optionally, the initial search index can be passed. </description> </method> - <method name="find_last" qualifiers="const"> - <return type="int" /> - <param index="0" name="value" type="Variant" /> - <description> - Searches the array in reverse order for a value and returns its index or [code]-1[/code] if not found. - </description> - </method> <method name="front" qualifiers="const"> <return type="Variant" /> <description> diff --git a/doc/classes/AudioEffectDistortion.xml b/doc/classes/AudioEffectDistortion.xml index 6bd8522459..ef39a9c60e 100644 --- a/doc/classes/AudioEffectDistortion.xml +++ b/doc/classes/AudioEffectDistortion.xml @@ -2,11 +2,11 @@ <class name="AudioEffectDistortion" inherits="AudioEffect" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> Adds a distortion audio effect to an Audio bus. - Modify the sound to make it distorted. + Modifies the sound to make it distorted. </brief_description> <description> Different types are available: clip, tan, lo-fi (bit crushing), overdrive, or waveshape. - By distorting the waveform the frequency content change, which will often make the sound "crunchy" or "abrasive". For games, it can simulate sound coming from some saturated device or speaker very efficiently. + By distorting the waveform the frequency content changes, which will often make the sound "crunchy" or "abrasive". For games, it can simulate sound coming from some saturated device or speaker very efficiently. </description> <tutorials> <link title="Audio buses">$DOCS_URL/tutorials/audio/audio_buses.html</link> @@ -22,10 +22,10 @@ Distortion type. </member> <member name="post_gain" type="float" setter="set_post_gain" getter="get_post_gain" default="0.0"> - Increases or decreases the volume after the effect. Value can range from -80 to 24. + Increases or decreases the volume after the effect, in decibels. Value can range from -80 to 24. </member> <member name="pre_gain" type="float" setter="set_pre_gain" getter="get_pre_gain" default="0.0"> - Increases or decreases the volume before the effect. Value can range from -60 to 60. + Increases or decreases the volume before the effect, in decibels. Value can range from -60 to 60. </member> </members> <constants> @@ -35,10 +35,10 @@ <constant name="MODE_ATAN" value="1" enum="Mode"> </constant> <constant name="MODE_LOFI" value="2" enum="Mode"> - Low-resolution digital distortion effect. You can use it to emulate the sound of early digital audio devices. + Low-resolution digital distortion effect (bit depth reduction). You can use it to emulate the sound of early digital audio devices. </constant> <constant name="MODE_OVERDRIVE" value="3" enum="Mode"> - Emulates the warm distortion produced by a field effect transistor, which is commonly used in solid-state musical instrument amplifiers. + Emulates the warm distortion produced by a field effect transistor, which is commonly used in solid-state musical instrument amplifiers. The [member drive] property has no effect in this mode. </constant> <constant name="MODE_WAVESHAPE" value="4" enum="Mode"> Waveshaper distortions are used mainly by electronic musicians to achieve an extra-abrasive sound. diff --git a/doc/classes/Callable.xml b/doc/classes/Callable.xml index dd48ee6790..1fb4f91920 100644 --- a/doc/classes/Callable.xml +++ b/doc/classes/Callable.xml @@ -1,10 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="Callable" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - An object representing a method in a certain object that can be called. + Built-in type representing a method in an object instance or a standalone function. </brief_description> <description> - [Callable] is a first class object which can be held in variables and passed to functions. It represents a given method in an [Object], and is typically used for signal callbacks. + [Callable] is a built-in [Variant] type that represents a function. It can either be a method within an [Object] instance, or a standalone function not related to any object, like a lambda function. Like all [Variant] types, it can be stored in variables and passed to other functions. It is most commonly used for signal callbacks. [b]Example:[/b] [codeblocks] [gdscript] @@ -32,6 +32,18 @@ } [/csharp] [/codeblocks] + In GDScript, it's possible to create lambda functions within a method. Lambda functions are custom callables that are not associated with an [Object] instance. Optionally, lambda functions can also be named. The name will be displayed in the debugger, or when calling [method get_method]. + [codeblock] + func _init(): + var my_lambda = func (message): + print(message) + + # Prints Hello everyone! + my_lambda.call("Hello everyone!") + + # Prints "Attack!", when the button_pressed signal is emitted. + button_pressed.connect(func(): print("Attack!")) + [/codeblock] </description> <tutorials> </tutorials> @@ -39,7 +51,7 @@ <constructor name="Callable"> <return type="Callable" /> <description> - Constructs a null [Callable] with no object nor method bound. + Constructs an empty [Callable], with no object nor method bound. </description> </constructor> <constructor name="Callable"> @@ -54,7 +66,7 @@ <param index="0" name="object" type="Object" /> <param index="1" name="method" type="StringName" /> <description> - Creates a new [Callable] for the method called [param method] in the specified [param object]. + Creates a new [Callable] for the method named [param method] in the specified [param object]. </description> </constructor> </constructors> @@ -62,7 +74,7 @@ <method name="bind" qualifiers="vararg const"> <return type="Callable" /> <description> - Returns a copy of this [Callable] with the arguments bound. Bound arguments are passed after the arguments supplied by [method call]. + Returns a copy of this [Callable] with one or more arguments bound. When called, the bound arguments are passed [i]after[/i] the arguments supplied by [method call]. </description> </method> <method name="call" qualifiers="vararg const"> @@ -85,13 +97,13 @@ <return type="Variant" /> <param index="0" name="arguments" type="Array" /> <description> - Calls the method represented by this [Callable]. Contrary to [method call], this method does not take a variable number of arguments but expects all arguments to be passed via a single [Array]. + Calls the method represented by this [Callable]. Unlike [method call], this method expects all arguments to be contained inside the [param arguments] [Array]. </description> </method> <method name="get_method" qualifiers="const"> <return type="StringName" /> <description> - Returns the name of the method represented by this [Callable]. + Returns the name of the method represented by this [Callable]. If the callable is a lambda function, returns the function's name. </description> </method> <method name="get_object" qualifiers="const"> @@ -116,7 +128,7 @@ <method name="is_custom" qualifiers="const"> <return type="bool" /> <description> - Returns [code]true[/code] if this [Callable] is a custom callable whose behavior differs based on implementation details. Custom callables are used in the engine for various reasons. If [code]true[/code], you can't use [method get_method]. + Returns [code]true[/code] if this [Callable] is a custom callable. Custom callables are created from [method bind] or [method unbind]. In GDScript, lambda functions are also custom callables. </description> </method> <method name="is_null" qualifiers="const"> @@ -128,33 +140,33 @@ <method name="is_standard" qualifiers="const"> <return type="bool" /> <description> - Returns [code]true[/code] if this [Callable] is a standard callable, referencing an object and a method using a [StringName]. + Returns [code]true[/code] if this [Callable] is a standard callable. This method is the opposite of [method is_custom]. Returns [code]false[/code] if this callable is a lambda function. </description> </method> <method name="is_valid" qualifiers="const"> <return type="bool" /> <description> - Returns [code]true[/code] if the object exists and has a valid function assigned, or is a custom callable. + Returns [code]true[/code] if the callable's object exists and has a valid method name assigned, or is a custom callable. </description> </method> <method name="rpc" qualifiers="vararg const"> <return type="void" /> <description> - Perform an RPC (Remote Procedure Call). This is used for multiplayer and is normally not available unless the function being called has been marked as [i]RPC[/i]. Calling it on unsupported functions will result in an error. + Perform an RPC (Remote Procedure Call). This is used for multiplayer and is normally not available, unless the function being called has been marked as [i]RPC[/i]. Calling this method on unsupported functions will result in an error. </description> </method> <method name="rpc_id" qualifiers="vararg const"> <return type="void" /> <param index="0" name="peer_id" type="int" /> <description> - Perform an RPC (Remote Procedure Call) on a specific peer ID (see multiplayer documentation for reference). This is used for multiplayer and is normally not available unless the function being called has been marked as [i]RPC[/i]. Calling it on unsupported functions will result in an error. + Perform an RPC (Remote Procedure Call) on a specific peer ID (see multiplayer documentation for reference). This is used for multiplayer and is normally not available unless the function being called has been marked as [i]RPC[/i]. Calling this method on unsupported functions will result in an error. </description> </method> <method name="unbind" qualifiers="const"> <return type="Callable" /> <param index="0" name="argcount" type="int" /> <description> - Returns a copy of this [Callable] with the arguments unbound. Calling the returned [Callable] will call the method without the extra arguments that are supplied in the [Callable] on which you are calling this method. + Returns a copy of this [Callable] with the arguments unbound, as defined by [param argcount]. Calling the returned [Callable] will call the method without the extra arguments that are supplied in the [Callable] on which you are calling this method. </description> </method> </methods> diff --git a/doc/classes/Curve3D.xml b/doc/classes/Curve3D.xml index 63134417b1..67e4e45e52 100644 --- a/doc/classes/Curve3D.xml +++ b/doc/classes/Curve3D.xml @@ -192,6 +192,15 @@ [param tolerance_degrees] controls how many degrees the midpoint of a segment may deviate from the real curve, before the segment has to be subdivided. </description> </method> + <method name="tessellate_even_length" qualifiers="const"> + <return type="PackedVector3Array" /> + <param index="0" name="max_stages" type="int" default="5" /> + <param index="1" name="tolerance_length" type="float" default="0.2" /> + <description> + Returns a list of points along the curve, with almost uniform density. [param max_stages] controls how many subdivisions a curve segment may face before it is considered approximate enough. Each subdivision splits the segment in half, so the default 5 stages may mean up to 32 subdivisions per curve segment. Increase with care! + [param tolerance_length] controls the maximal distance between two neighbouring points, before the segment has to be subdivided. + </description> + </method> </methods> <members> <member name="bake_interval" type="float" setter="set_bake_interval" getter="get_bake_interval" default="0.2"> diff --git a/doc/classes/EditorInspector.xml b/doc/classes/EditorInspector.xml index 0cda49f1bf..ab35a62794 100644 --- a/doc/classes/EditorInspector.xml +++ b/doc/classes/EditorInspector.xml @@ -7,7 +7,7 @@ This is the control that implements property editing in the editor's Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used in the editor's Inspector dock, use [method EditorInterface.get_inspector]. [EditorInspector] will show properties in the same order as the array returned by [method Object.get_property_list]. If a property's name is path-like (i.e. if it contains forward slashes), [EditorInspector] will create nested sections for "directories" along the path. For example, if a property is named [code]highlighting/gdscript/node_path_color[/code], it will be shown as "Node Path Color" inside the "GDScript" section nested inside the "Highlighting" section. - If a property has [constant PROPERTY_USAGE_GROUP] usage, it will group subsequent properties whose name starts with the property's hint string. The group ends when a property does not start with that hint string or when a new group starts. An empty group name effectively ends the current group. [EditorInspector] will create a top-level section for each group. For example, if a property with group usage is named [code]Collide With[/code] and its hint string is [code]collide_with_[/code], a subsequent [code]collide_with_area[/code] property will be shown as "Area" inside the "Collide With" section. + If a property has [constant PROPERTY_USAGE_GROUP] usage, it will group subsequent properties whose name starts with the property's hint string. The group ends when a property does not start with that hint string or when a new group starts. An empty group name effectively ends the current group. [EditorInspector] will create a top-level section for each group. For example, if a property with group usage is named [code]Collide With[/code] and its hint string is [code]collide_with_[/code], a subsequent [code]collide_with_area[/code] property will be shown as "Area" inside the "Collide With" section. There is also a special case: when the hint string contains the name of a property, that property is grouped too. This is mainly to help grouping properties like [code]font[/code], [code]font_color[/code] and [code]font_size[/code] (using the hint string [code]font_[/code]). If a property has [constant PROPERTY_USAGE_SUBGROUP] usage, a subgroup will be created in the same way as a group, and a second-level section will be created for each subgroup. [b]Note:[/b] Unlike sections created from path-like property names, [EditorInspector] won't capitalize the name for sections created from groups. So properties with group usage usually use capitalized names instead of snake_cased names. </description> diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index 21fb9d139c..0368f29a13 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -535,7 +535,7 @@ [b]Note:[/b] Internal children can only be moved within their expected "internal range" (see [code]internal[/code] parameter in [method add_child]). </description> </method> - <method name="print_orphan_nodes"> + <method name="print_orphan_nodes" qualifiers="static"> <return type="void" /> <description> Prints all orphan nodes (nodes outside the [SceneTree]). Used for debugging. diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml index 8ae82e4c48..bf15f96291 100644 --- a/doc/classes/Object.xml +++ b/doc/classes/Object.xml @@ -34,7 +34,8 @@ <description> Override this method to customize the behavior of [method get]. Should return the given [param property]'s value, or [code]null[/code] if the [param property] should be handled normally. Combined with [method _set] and [method _get_property_list], this method allows defining custom properties, which is particularly useful for editor plugins. Note that a property must be present in [method get_property_list], otherwise this method will not be called. - [codeblock] + [codeblocks] + [gdscript] func _get(property): if (property == "fake_property"): print("Getting my property!") @@ -44,7 +45,31 @@ return [ { "name": "fake_property", "type": TYPE_INT } ] - [/codeblock] + [/gdscript] + [csharp] + public override Variant _Get(StringName property) + { + if (property == "FakeProperty") + { + GD.Print("Getting my property!"); + return 4; + } + return default; + } + + public override Godot.Collections.Array<Godot.Collections.Dictionary> _GetPropertyList() + { + return new Godot.Collections.Array<Godot.Collections.Dictionary>() + { + new Godot.Collections.Dictionary() + { + { "name", "FakeProperty" }, + { "type", (int)Variant.Type.Int } + } + }; + } + [/csharp] + [/codeblocks] </description> </method> <method name="_get_property_list" qualifiers="virtual"> @@ -53,7 +78,8 @@ Override this method to customize how script properties should be handled by the engine. Should return a property list, as an [Array] of dictionaries. The result is added to the array of [method get_property_list], and should be formatted in the same way. Each [Dictionary] must at least contain the [code]name[/code] and [code]type[/code] entries. The example below displays [code]hammer_type[/code] in the Inspector dock, only if [code]holding_hammer[/code] is [code]true[/code]: - [codeblock] + [codeblocks] + [gdscript] @tool extends Node2D @@ -80,7 +106,51 @@ }) return properties - [/codeblock] + [/gdscript] + [csharp] + [Tool] + public class MyNode2D : Node2D + { + private bool _holdingHammer; + + [Export] + public bool HoldingHammer + { + get => _holdingHammer; + set + { + _holdingHammer = value; + NotifyPropertyListChanged(); + } + } + + public int HammerType { get; set; } + + public override Godot.Collections.Array<Godot.Collections.Dictionary> _GetPropertyList() + { + // By default, `HammerType` is not visible in the editor. + var propertyUsage = PropertyUsageFlags.NoEditor; + + if (HoldingHammer) + { + propertyUsage = PropertyUsageFlags.Default; + } + + var properties = new Godot.Collections.Array<Godot.Collections.Dictionary>(); + properties.Add(new Godot.Collections.Dictionary() + { + { "name", "HammerType" }, + { "type", (int)Variant.Type.Int }, + { "usage", (int)propertyUsage }, // See above assignment. + { "hint", (int)PropertyHint.Enum }, + { "hint_string", "Wooden,Iron,Golden,Enchanted" } + }); + + return properties; + } + } + [/csharp] + [/codeblocks] [b]Note:[/b] This method is intended for advanced purposes. For most common use cases, the scripting languages offer easier ways to handle properties. See [annotation @GDScript.@export], [annotation @GDScript.@export_enum], [annotation @GDScript.@export_group], etc. [b]Note:[/b] If the object's script is not [annotation @GDScript.@tool], this method will not be called in the editor. </description> @@ -97,11 +167,22 @@ <param index="0" name="what" type="int" /> <description> Called when the object receives a notification, which can be identified in [param what] by comparing it with a constant. See also [method notification]. - [codeblock] + [codeblocks] + [gdscript] func _notification(what): if what == NOTIFICATION_PREDELETE: print("Goodbye!") - [/codeblock] + [/gdscript] + [csharp] + public override void _Notification(long what) + { + if (what == NotificationPredelete) + { + GD.Print("Goodbye!"); + } + } + [/csharp] + [/codeblocks] [b]Note:[/b] The base [Object] defines a few notifications ([constant NOTIFICATION_POSTINITIALIZE] and [constant NOTIFICATION_PREDELETE]). Inheriting classes such as [Node] define a lot more notifications, which are also received by this method. </description> </method> @@ -128,7 +209,8 @@ <description> Override this method to customize the behavior of [method set]. Should set the [param property] to [param value] and return [code]true[/code], or [code]false[/code] if the [param property] should be handled normally. The [i]exact[/i] way to set the [param property] is up to this method's implementation. Combined with [method _get] and [method _get_property_list], this method allows defining custom properties, which is particularly useful for editor plugins. Note that a property [i]must[/i] be present in [method get_property_list], otherwise this method will not be called. - [codeblock] + [codeblocks] + [gdscript] func _set(property, value): if (property == "fake_property"): print("Setting my property to ", value) @@ -137,7 +219,32 @@ return [ { "name": "fake_property", "type": TYPE_INT } ] - [/codeblock] + [/gdscript] + [csharp] + public override void _Set(StringName property, Variant value) + { + if (property == "FakeProperty") + { + GD.Print($"Setting my property to {value}"); + return true; + } + + return false; + } + + public override Godot.Collections.Array<Godot.Collections.Dictionary> _GetPropertyList() + { + return new Godot.Collections.Array<Godot.Collections.Dictionary>() + { + new Godot.Collections.Dictionary() + { + { "name", "FakeProperty" }, + { "type", (int)Variant.Type.Int } + } + }; + } + [/csharp] + [/codeblocks] </description> </method> <method name="_to_string" qualifiers="virtual"> @@ -160,12 +267,29 @@ <param index="1" name="arguments" type="Array" default="[]" /> <description> Adds a user-defined [param signal]. Optional arguments for the signal can be added as an [Array] of dictionaries, each defining a [code]name[/code] [String] and a [code]type[/code] [int] (see [enum Variant.Type]). See also [method has_user_signal]. - [codeblock] + [codeblocks] + [gdscript] add_user_signal("hurt", [ { "name": "damage", "type": TYPE_INT }, { "name": "source", "type": TYPE_OBJECT } ]) - [/codeblock] + [/gdscript] + [csharp] + AddUserSignal("Hurt", new Godot.Collections.Array() + { + new Godot.Collections.Dictionary() + { + { "name", "damage" }, + { "type", (int)Variant.Type.Int } + }, + new Godot.Collections.Dictionary() + { + { "name", "source" }, + { "type", (int)Variant.Type.Object } + } + }); + [/csharp] + [/codeblocks] </description> </method> <method name="call" qualifiers="vararg"> @@ -183,7 +307,7 @@ node.Call("rotate", new Vector3(1f, 0f, 0f), 1.571f); [/csharp] [/codeblocks] - [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. + [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call. </description> </method> <method name="call_deferred" qualifiers="vararg"> @@ -201,7 +325,7 @@ node.CallDeferred("rotate", new Vector3(1f, 0f, 0f), 1.571f); [/csharp] [/codeblocks] - [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. + [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call. </description> </method> <method name="callv"> @@ -220,7 +344,7 @@ node.Callv("rotate", new Godot.Collections.Array { new Vector3(1f, 0f, 0f), 1.571f }); [/csharp] [/codeblocks] - [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. + [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call </description> </method> <method name="can_translate_messages" qualifiers="const"> @@ -387,10 +511,11 @@ emit_signal("game_over") [/gdscript] [csharp] - EmitSignal("hit", "sword", 100); - EmitSignal("game_over"); + EmitSignal("Hit", "sword", 100); + EmitSignal("GameOver"); [/csharp] [/codeblocks] + [b]Note:[/b] In C#, [param signal] must be in snake_case when referring to built-in Godot signals. Prefer using the names exposed in the [code]SignalName[/code] class to avoid allocating a new [StringName] on each call. </description> </method> <method name="free"> @@ -416,7 +541,7 @@ var a = node.Get("rotation"); // a is 1.5 [/csharp] [/codeblocks] - [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Godot properties. + [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call. </description> </method> <method name="get_class" qualifiers="const"> @@ -451,8 +576,8 @@ [csharp] var node = new Node2D(); node.Position = new Vector2(5, -10); - var a = node.GetIndexed("position"); # a is Vector2(5, -10) - var b = node.GetIndexed("position:y"); # b is -10 + var a = node.GetIndexed("position"); // a is Vector2(5, -10) + var b = node.GetIndexed("position:y"); // b is -10 [/csharp] [/codeblocks] [b]Note:[/b] In C#, [param property_path] must be in snake_case when referring to built-in Godot properties. @@ -541,6 +666,7 @@ <param index="0" name="method" type="StringName" /> <description> Returns [code]true[/code] if the the given [param method] name exists in the object. + [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call. </description> </method> <method name="has_signal" qualifiers="const"> @@ -548,6 +674,7 @@ <param index="0" name="signal" type="StringName" /> <description> Returns [code]true[/code] if the given [param signal] name exists in the object. + [b]Note:[/b] In C#, [param signal] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]SignalName[/code] class to avoid allocating a new [StringName] on each call. </description> </method> <method name="has_user_signal" qualifiers="const"> @@ -577,9 +704,9 @@ [/gdscript] [csharp] var sprite2d = new Sprite2D(); - sprite2d.IsClass("Sprite2D") // Returns true - sprite2d.IsClass("Node") // Returns true - sprite2d.IsClass("Node3D") // Returns false + sprite2d.IsClass("Sprite2D"); // Returns true + sprite2d.IsClass("Node"); // Returns true + sprite2d.IsClass("Node3D"); // Returns false [/csharp] [/codeblocks] [b]Note:[/b] This method ignores [code]class_name[/code] declarations in the object's script. @@ -591,6 +718,7 @@ <param index="1" name="callable" type="Callable" /> <description> Returns [code]true[/code] if a connection exists between the given [param signal] name and [param callable]. + [b]Note:[/b] In C#, [param signal] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]SignalName[/code] class to avoid allocating a new [StringName] on each call. </description> </method> <method name="is_queued_for_deletion" qualifiers="const"> @@ -606,7 +734,8 @@ <description> Sends the given [param what] notification to all classes inherited by the object, triggering calls to [method _notification], starting from the highest ancestor (the [Object] class) and going down to the object's script. If [param reversed] is [code]true[/code], the call order is reversed. - [codeblock] + [codeblocks] + [gdscript] var player = Node2D.new() player.set_script(load("res://player.gd")) @@ -615,7 +744,18 @@ player.notification(NOTIFICATION_ENTER_TREE, true) # The call order is player.gd -> Node2D -> Node -> Object. - [/codeblock] + [/gdscript] + [csharp] + var player = new Node2D(); + player.SetScript(GD.Load("res://player.gd")); + + player.Notification(NotificationEnterTree); + // The call order is Object -> Node -> Node2D -> player.gd. + + player.notification(NotificationEnterTree, true); + // The call order is player.gd -> Node2D -> Node -> Object. + [/csharp] + [/codeblocks] </description> </method> <method name="notify_property_list_changed"> @@ -647,10 +787,10 @@ [csharp] var node = new Node2D(); node.Set("global_scale", new Vector2(8, 2.5)); - GD.Print(node.GlobalScale); # Prints Vector2(8, 2.5) + GD.Print(node.GlobalScale); // Prints Vector2(8, 2.5) [/csharp] [/codeblocks] - [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Godot properties. + [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call. </description> </method> <method name="set_block_signals"> @@ -682,10 +822,13 @@ var node = new Node2D(); node.Rotation = 45f; node.SetDeferred("rotation", 90f); - GD.Print(node.Rotation); # Prints 45f; + GD.Print(node.Rotation); // Prints 45.0 + + await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame); + GD.Print(node.Rotation); // Prints 90.0 [/csharp] [/codeblocks] - [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Godot properties. + [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call. </description> </method> <method name="set_indexed"> diff --git a/doc/classes/PhysicalSkyMaterial.xml b/doc/classes/PhysicalSkyMaterial.xml index 9d303d80e5..a8cfb9abc2 100644 --- a/doc/classes/PhysicalSkyMaterial.xml +++ b/doc/classes/PhysicalSkyMaterial.xml @@ -12,27 +12,28 @@ </tutorials> <members> <member name="energy_multiplier" type="float" setter="set_energy_multiplier" getter="get_energy_multiplier" default="1.0"> + The sky's overall brightness multiplier. Higher values result in a brighter sky. </member> <member name="ground_color" type="Color" setter="set_ground_color" getter="get_ground_color" default="Color(0.1, 0.07, 0.034, 1)"> Modulates the [Color] on the bottom half of the sky to represent the ground. </member> <member name="mie_coefficient" type="float" setter="set_mie_coefficient" getter="get_mie_coefficient" default="0.005"> - Controls the strength of mie scattering for the sky. Mie scattering results from light colliding with larger particles (like water). On earth, mie scattering results in a whitish color around the sun and horizon. + Controls the strength of [url=https://en.wikipedia.org/wiki/Mie_scattering]Mie scattering[/url] for the sky. Mie scattering results from light colliding with larger particles (like water). On earth, Mie scattering results in a whitish color around the sun and horizon. </member> <member name="mie_color" type="Color" setter="set_mie_color" getter="get_mie_color" default="Color(0.69, 0.729, 0.812, 1)"> - Controls the [Color] of the mie scattering effect. While not physically accurate, this allows for the creation of alien-looking planets. + Controls the [Color] of the [url=https://en.wikipedia.org/wiki/Mie_scattering]Mie scattering[/url] effect. While not physically accurate, this allows for the creation of alien-looking planets. </member> <member name="mie_eccentricity" type="float" setter="set_mie_eccentricity" getter="get_mie_eccentricity" default="0.8"> - Controls the direction of the mie scattering. A value of [code]1[/code] means that when light hits a particle it's passing through straight forward. A value of [code]-1[/code] means that all light is scatter backwards. + Controls the direction of the [url=https://en.wikipedia.org/wiki/Mie_scattering]Mie scattering[/url]. A value of [code]1[/code] means that when light hits a particle it's passing through straight forward. A value of [code]-1[/code] means that all light is scatter backwards. </member> <member name="night_sky" type="Texture2D" setter="set_night_sky" getter="get_night_sky"> [Texture2D] for the night sky. This is added to the sky, so if it is bright enough, it may be visible during the day. </member> <member name="rayleigh_coefficient" type="float" setter="set_rayleigh_coefficient" getter="get_rayleigh_coefficient" default="2.0"> - Controls the strength of the Rayleigh scattering. Rayleigh scattering results from light colliding with small particles. It is responsible for the blue color of the sky. + Controls the strength of the [url=https://en.wikipedia.org/wiki/Rayleigh_scattering]Rayleigh scattering[/url]. Rayleigh scattering results from light colliding with small particles. It is responsible for the blue color of the sky. </member> <member name="rayleigh_color" type="Color" setter="set_rayleigh_color" getter="get_rayleigh_color" default="Color(0.3, 0.405, 0.6, 1)"> - Controls the [Color] of the Rayleigh scattering. While not physically accurate, this allows for the creation of alien-looking planets. For example, setting this to a red [Color] results in a Mars-looking atmosphere with a corresponding blue sunset. + Controls the [Color] of the [url=https://en.wikipedia.org/wiki/Rayleigh_scattering]Rayleigh scattering[/url]. While not physically accurate, this allows for the creation of alien-looking planets. For example, setting this to a red [Color] results in a Mars-looking atmosphere with a corresponding blue sunset. </member> <member name="sun_disk_scale" type="float" setter="set_sun_disk_scale" getter="get_sun_disk_scale" default="1.0"> Sets the size of the sun disk. Default value is based on Sol's perceived size from Earth. diff --git a/doc/classes/PhysicsPointQueryParameters2D.xml b/doc/classes/PhysicsPointQueryParameters2D.xml index a6cbe2d574..e49d2a9f5f 100644 --- a/doc/classes/PhysicsPointQueryParameters2D.xml +++ b/doc/classes/PhysicsPointQueryParameters2D.xml @@ -22,7 +22,7 @@ The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="exclude" type="RID[]" setter="set_exclude" getter="get_exclude" default="[]"> - The list of objects or object [RID]s that will be excluded from collisions. + The list of object [RID]s that will be excluded from collisions. Use [method CollisionObject2D.get_rid] to get the [RID] associated with a [CollisionObject2D]-derived node. </member> <member name="position" type="Vector2" setter="set_position" getter="get_position" default="Vector2(0, 0)"> The position being queried for, in global coordinates. diff --git a/doc/classes/PhysicsPointQueryParameters3D.xml b/doc/classes/PhysicsPointQueryParameters3D.xml index bedf05ce99..3270d3686d 100644 --- a/doc/classes/PhysicsPointQueryParameters3D.xml +++ b/doc/classes/PhysicsPointQueryParameters3D.xml @@ -18,8 +18,8 @@ <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="4294967295"> The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> - <member name="exclude" type="Array" setter="set_exclude" getter="get_exclude" default="[]"> - The list of objects or object [RID]s that will be excluded from collisions. + <member name="exclude" type="RID[]" setter="set_exclude" getter="get_exclude" default="[]"> + The list of object [RID]s that will be excluded from collisions. Use [method CollisionObject3D.get_rid] to get the [RID] associated with a [CollisionObject3D]-derived node. </member> <member name="position" type="Vector3" setter="set_position" getter="get_position" default="Vector3(0, 0, 0)"> The position being queried for, in global coordinates. diff --git a/doc/classes/PhysicsRayQueryParameters2D.xml b/doc/classes/PhysicsRayQueryParameters2D.xml index d6a2662adc..cf5c31d9ec 100644 --- a/doc/classes/PhysicsRayQueryParameters2D.xml +++ b/doc/classes/PhysicsRayQueryParameters2D.xml @@ -35,7 +35,7 @@ The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="exclude" type="RID[]" setter="set_exclude" getter="get_exclude" default="[]"> - The list of objects or object [RID]s that will be excluded from collisions. + The list of object [RID]s that will be excluded from collisions. Use [method CollisionObject2D.get_rid] to get the [RID] associated with a [CollisionObject2D]-derived node. </member> <member name="from" type="Vector2" setter="set_from" getter="get_from" default="Vector2(0, 0)"> The starting point of the ray being queried for, in global coordinates. diff --git a/doc/classes/PhysicsRayQueryParameters3D.xml b/doc/classes/PhysicsRayQueryParameters3D.xml index 03d6939e6d..4f70eedb21 100644 --- a/doc/classes/PhysicsRayQueryParameters3D.xml +++ b/doc/classes/PhysicsRayQueryParameters3D.xml @@ -35,7 +35,7 @@ The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="exclude" type="RID[]" setter="set_exclude" getter="get_exclude" default="[]"> - The list of objects or object [RID]s that will be excluded from collisions. + The list of object [RID]s that will be excluded from collisions. Use [method CollisionObject3D.get_rid] to get the [RID] associated with a [CollisionObject3D]-derived node. </member> <member name="from" type="Vector3" setter="set_from" getter="get_from" default="Vector3(0, 0, 0)"> The starting point of the ray being queried for, in global coordinates. diff --git a/doc/classes/PhysicsShapeQueryParameters2D.xml b/doc/classes/PhysicsShapeQueryParameters2D.xml index 8dcb329e7e..a73e60c6f5 100644 --- a/doc/classes/PhysicsShapeQueryParameters2D.xml +++ b/doc/classes/PhysicsShapeQueryParameters2D.xml @@ -19,7 +19,7 @@ The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="exclude" type="RID[]" setter="set_exclude" getter="get_exclude" default="[]"> - The list of objects or object [RID]s that will be excluded from collisions. + The list of object [RID]s that will be excluded from collisions. Use [method CollisionObject2D.get_rid] to get the [RID] associated with a [CollisionObject2D]-derived node. </member> <member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.0"> The collision margin for the shape. diff --git a/doc/classes/PhysicsShapeQueryParameters3D.xml b/doc/classes/PhysicsShapeQueryParameters3D.xml index 64100f847b..a3ff1765f9 100644 --- a/doc/classes/PhysicsShapeQueryParameters3D.xml +++ b/doc/classes/PhysicsShapeQueryParameters3D.xml @@ -18,8 +18,8 @@ <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="4294967295"> The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> - <member name="exclude" type="Array" setter="set_exclude" getter="get_exclude" default="[]"> - The list of objects or object [RID]s that will be excluded from collisions. + <member name="exclude" type="RID[]" setter="set_exclude" getter="get_exclude" default="[]"> + The list of object [RID]s that will be excluded from collisions. Use [method CollisionObject3D.get_rid] to get the [RID] associated with a [CollisionObject3D]-derived node. </member> <member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.0"> The collision margin for the shape. diff --git a/doc/classes/PhysicsTestMotionParameters2D.xml b/doc/classes/PhysicsTestMotionParameters2D.xml index 5b969ea869..be5e5a3617 100644 --- a/doc/classes/PhysicsTestMotionParameters2D.xml +++ b/doc/classes/PhysicsTestMotionParameters2D.xml @@ -14,9 +14,9 @@ If set to [code]false[/code], shapes of type [constant PhysicsServer2D.SHAPE_SEPARATION_RAY] are only used for separation when overlapping with other bodies. That's the main use for separation ray shapes. </member> <member name="exclude_bodies" type="RID[]" setter="set_exclude_bodies" getter="get_exclude_bodies" default="[]"> - Optional array of body [RID] to exclude from collision. + Optional array of body [RID] to exclude from collision. Use [method CollisionObject2D.get_rid] to get the [RID] associated with a [CollisionObject2D]-derived node. </member> - <member name="exclude_objects" type="Array" setter="set_exclude_objects" getter="get_exclude_objects" default="[]"> + <member name="exclude_objects" type="int[]" setter="set_exclude_objects" getter="get_exclude_objects" default="[]"> Optional array of object unique instance ID to exclude from collision. See [method Object.get_instance_id]. </member> <member name="from" type="Transform2D" setter="set_from" getter="get_from" default="Transform2D(1, 0, 0, 1, 0, 0)"> diff --git a/doc/classes/PhysicsTestMotionParameters3D.xml b/doc/classes/PhysicsTestMotionParameters3D.xml index ea9bca6a35..be7d05691e 100644 --- a/doc/classes/PhysicsTestMotionParameters3D.xml +++ b/doc/classes/PhysicsTestMotionParameters3D.xml @@ -13,10 +13,10 @@ If set to [code]true[/code], shapes of type [constant PhysicsServer3D.SHAPE_SEPARATION_RAY] are used to detect collisions and can stop the motion. Can be useful when snapping to the ground. If set to [code]false[/code], shapes of type [constant PhysicsServer3D.SHAPE_SEPARATION_RAY] are only used for separation when overlapping with other bodies. That's the main use for separation ray shapes. </member> - <member name="exclude_bodies" type="Array" setter="set_exclude_bodies" getter="get_exclude_bodies" default="[]"> - Optional array of body [RID] to exclude from collision. + <member name="exclude_bodies" type="RID[]" setter="set_exclude_bodies" getter="get_exclude_bodies" default="[]"> + Optional array of body [RID] to exclude from collision. Use [method CollisionObject3D.get_rid] to get the [RID] associated with a [CollisionObject3D]-derived node. </member> - <member name="exclude_objects" type="Array" setter="set_exclude_objects" getter="get_exclude_objects" default="[]"> + <member name="exclude_objects" type="int[]" setter="set_exclude_objects" getter="get_exclude_objects" default="[]"> Optional array of object unique instance ID to exclude from collision. See [method Object.get_instance_id]. </member> <member name="from" type="Transform3D" setter="set_from" getter="get_from" default="Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)"> diff --git a/doc/classes/Signal.xml b/doc/classes/Signal.xml index ce2d443ba7..3412cd2140 100644 --- a/doc/classes/Signal.xml +++ b/doc/classes/Signal.xml @@ -6,7 +6,7 @@ <description> [Signal] is a built-in [Variant] type that represents a signal of an [Object] instance. Like all [Variant] types, it can be stored in variables and passed to functions. Signals allow all connected [Callable]s (and by extension their respective objects) to listen and react to events, without directly referencing one another. This keeps the code flexible and easier to manage. In GDScript, signals can be declared with the [code]signal[/code] keyword. In C#, you may use the [code][Signal][/code] attribute on a delegate. - [codeblock] + [codeblocks] [gdscript] signal attacked @@ -23,7 +23,7 @@ [Signal] delegate void ItemDropped(itemName: string, amount: int); [/csharp] - [/codeblock] + [/codeblocks] </description> <tutorials> <link title="Using Signals">$DOCS_URL/getting_started/step_by_step/signals.html</link> diff --git a/doc/classes/String.xml b/doc/classes/String.xml index 53040b2753..c186952c74 100644 --- a/doc/classes/String.xml +++ b/doc/classes/String.xml @@ -27,14 +27,14 @@ <return type="String" /> <param index="0" name="from" type="NodePath" /> <description> - Constructs a new String from the given [NodePath]. + Constructs a new [String] from the given [NodePath]. </description> </constructor> <constructor name="String"> <return type="String" /> <param index="0" name="from" type="StringName" /> <description> - Constructs a new String from the given [StringName]. + Constructs a new [String] from the given [StringName]. </description> </constructor> </constructors> @@ -51,7 +51,7 @@ <description> Returns an array containing the bigrams (pairs of consecutive letters) of this string. [codeblock] - print("Bigrams".bigrams()) # Prints "[Bi, ig, gr, ra, am, ms]" + print("Bigrams".bigrams()) # Prints ["Bi", "ig", "gr", "ra", "am", "ms"] [/codeblock] </description> </method> @@ -920,66 +920,88 @@ <return type="bool" /> <param index="0" name="right" type="String" /> <description> + Returns [code]true[/code] if both strings do not contain the same sequence of characters. </description> </operator> <operator name="operator !="> <return type="bool" /> <param index="0" name="right" type="StringName" /> <description> + Returns [code]true[/code] if this [String] is not equivalent to the given [StringName]. </description> </operator> <operator name="operator %"> <return type="String" /> <param index="0" name="right" type="Variant" /> <description> + Formats the [String], replacing the placeholders with one or more parameters. + To pass multiple parameters, [param right] needs to be an [Array]. + [codeblock] + print("I caught %d fishes!" % 2) # Prints "I caught 2 fishes!" + + var my_message = "Travelling to %s, at %2.2f per second." + var location = "Deep Valley" + var speed = 40.3485 + print(my_message % [location, speed]) # Prints "Travelling to Deep Valley, at 40.35 km/h." + [/codeblock] + In C#, there is no direct equivalent to this operator. Use the [method format] method, instead. + For more information, see the [url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_format_string.html]GDScript format strings[/url] tutorial. </description> </operator> <operator name="operator +"> <return type="String" /> <param index="0" name="right" type="String" /> <description> + Appends [param right] at the end of this [String], also known as a string concatenation. </description> </operator> <operator name="operator <"> <return type="bool" /> <param index="0" name="right" type="String" /> <description> + Returns [code]true[/code] if the left [String] comes before [param right] in [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/url], which roughly matches the alphabetical order. Useful for sorting. </description> </operator> <operator name="operator <="> <return type="bool" /> <param index="0" name="right" type="String" /> <description> + Returns [code]true[/code] if the left [String] comes before [param right] in [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/url], which roughly matches the alphabetical order, or if both are equal. </description> </operator> <operator name="operator =="> <return type="bool" /> <param index="0" name="right" type="String" /> <description> + Returns [code]true[/code] if both strings contain the same sequence of characters. </description> </operator> <operator name="operator =="> <return type="bool" /> <param index="0" name="right" type="StringName" /> <description> + Returns [code]true[/code] if this [String] is equivalent to the given [StringName]. </description> </operator> <operator name="operator >"> <return type="bool" /> <param index="0" name="right" type="String" /> <description> + Returns [code]true[/code] if the left [String] comes after [param right] in [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/url], which roughly matches the alphabetical order. Useful for sorting. </description> </operator> <operator name="operator >="> <return type="bool" /> <param index="0" name="right" type="String" /> <description> + Returns [code]true[/code] if the left [String] comes after [param right] in [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/url], which roughly matches the alphabetical order, or if both are equal. </description> </operator> <operator name="operator []"> <return type="String" /> <param index="0" name="index" type="int" /> <description> + Returns a new [String] that only contains the character at [param index]. Indices start from [code]0[/code]. If [param index] is greater or equal to [code]0[/code], the character is fetched starting from the beginning of the string. If [param index] is a negative value, it is fetched starting from the end. Accessing a string out-of-bounds will cause a run-time error, pausing the project execution if run from the editor. </description> </operator> </operators> diff --git a/doc/classes/StringName.xml b/doc/classes/StringName.xml index c40d8929fc..02e9c62cd6 100644 --- a/doc/classes/StringName.xml +++ b/doc/classes/StringName.xml @@ -5,7 +5,7 @@ </brief_description> <description> [StringName]s are immutable strings designed for general-purpose representation of unique names (also called "string interning"). [StringName] ensures that only one instance of a given name exists (so two [StringName]s with the same value are the same object). Comparing them is much faster than with regular [String]s, because only the pointers are compared, not the whole strings. - You will usually just pass a [String] to methods expecting a [StringName] and it will be automatically converted, but you may occasionally want to construct a [StringName] ahead of time with [StringName] or the literal syntax [code]&"example"[/code]. + You will usually just pass a [String] to methods expecting a [StringName] and it will be automatically converted, but you may occasionally want to construct a [StringName] ahead of time with [StringName] or, in GDScript, the literal syntax [code]&"example"[/code]. See also [NodePath], which is a similar concept specifically designed to store pre-parsed node paths. </description> <tutorials> @@ -28,7 +28,7 @@ <return type="StringName" /> <param index="0" name="from" type="String" /> <description> - Creates a new [StringName] from the given [String]. [code]StringName("example")[/code] is equivalent to [code]&"example"[/code]. + Creates a new [StringName] from the given [String]. In GDScript, [code]StringName("example")[/code] is equivalent to [code]&"example"[/code]. </description> </constructor> </constructors> @@ -45,48 +45,56 @@ <return type="bool" /> <param index="0" name="right" type="String" /> <description> + Returns [code]true[/code] if this [StringName] is not equivalent to the given [String]. </description> </operator> <operator name="operator !="> <return type="bool" /> <param index="0" name="right" type="StringName" /> <description> + Returns [code]true[/code] if the [StringName] and [param right] do not refer to the same name. Comparisons between [StringName]s are much faster than regular [String] comparisons. </description> </operator> <operator name="operator <"> <return type="bool" /> <param index="0" name="right" type="StringName" /> <description> + Returns [code]true[/code] if the left [String] comes before [param right] in [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/url], which roughly matches the alphabetical order. Useful for sorting. </description> </operator> <operator name="operator <="> <return type="bool" /> <param index="0" name="right" type="StringName" /> <description> + Returns [code]true[/code] if the left [String] comes before [param right] in [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/url], which roughly matches the alphabetical order, or if both are equal. </description> </operator> <operator name="operator =="> <return type="bool" /> <param index="0" name="right" type="String" /> <description> + Returns [code]true[/code] if this [StringName] is equivalent to the given [String]. </description> </operator> <operator name="operator =="> <return type="bool" /> <param index="0" name="right" type="StringName" /> <description> + Returns [code]true[/code] if the [StringName] and [param right] refer to the same name. Comparisons between [StringName]s are much faster than regular [String] comparisons. </description> </operator> <operator name="operator >"> <return type="bool" /> <param index="0" name="right" type="StringName" /> <description> + Returns [code]true[/code] if the left [StringName] comes after [param right] in [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/url], which roughly matches the alphabetical order. Useful for sorting. </description> </operator> <operator name="operator >="> <return type="bool" /> <param index="0" name="right" type="StringName" /> <description> + Returns [code]true[/code] if the left [StringName] comes after [param right] in [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/url], which roughly matches the alphabetical order, or if both are equal. </description> </operator> </operators> diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml index eb83eb9aa6..4156030d77 100644 --- a/doc/classes/Vector2.xml +++ b/doc/classes/Vector2.xml @@ -86,6 +86,16 @@ Returns the aspect ratio of this vector, the ratio of [member x] to [member y]. </description> </method> + <method name="bezier_derivative" qualifiers="const"> + <return type="Vector2" /> + <param index="0" name="control_1" type="Vector2" /> + <param index="1" name="control_2" type="Vector2" /> + <param index="2" name="end" type="Vector2" /> + <param index="3" name="t" type="float" /> + <description> + Returns the derivative at the given [param t] on the [url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bezier curve[/url] defined by this vector and the given [param control_1], [param control_2], and [param end] points. + </description> + </method> <method name="bezier_interpolate" qualifiers="const"> <return type="Vector2" /> <param index="0" name="control_1" type="Vector2" /> @@ -100,7 +110,7 @@ <return type="Vector2" /> <param index="0" name="n" type="Vector2" /> <description> - Returns the vector "bounced off" from a plane defined by the given normal. + Returns a new vector "bounced off" from a plane defined by the given normal. </description> </method> <method name="ceil" qualifiers="const"> @@ -277,7 +287,7 @@ <method name="normalized" qualifiers="const"> <return type="Vector2" /> <description> - Returns the vector scaled to unit length. Equivalent to [code]v / v.length()[/code]. + Returns a new vector scaled to unit length. Equivalent to [code]v / v.length()[/code]. </description> </method> <method name="orthogonal" qualifiers="const"> @@ -304,21 +314,21 @@ <return type="Vector2" /> <param index="0" name="b" type="Vector2" /> <description> - Returns this vector projected onto the vector [code]b[/code]. + Returns the result of projecting the vector onto the given vector [param b]. </description> </method> <method name="reflect" qualifiers="const"> <return type="Vector2" /> <param index="0" name="n" type="Vector2" /> <description> - Returns the vector reflected (i.e. mirrored, or symmetric) over a line defined by the given direction vector [param n]. + Returns the result of reflecting the vector from a line defined by the given direction vector [param n]. </description> </method> <method name="rotated" qualifiers="const"> <return type="Vector2" /> <param index="0" name="angle" type="float" /> <description> - Returns the vector rotated by [param angle] (in radians). See also [method @GlobalScope.deg_to_rad]. + Returns the result of rotating this vector by [param angle] (in radians). See also [method @GlobalScope.deg_to_rad]. </description> </method> <method name="round" qualifiers="const"> @@ -330,7 +340,7 @@ <method name="sign" qualifiers="const"> <return type="Vector2" /> <description> - Returns a new vector with each component set to one or negative one, depending on the signs of the components, or zero if the component is zero, by calling [method @GlobalScope.sign] on each component. + Returns a new vector with each component set to [code]1.0[/code] if it's positive, [code]-1.0[/code] if it's negative, and [code]0.0[/code] if it's zero. The result is identical to calling [method @GlobalScope.sign] on each component. </description> </method> <method name="slerp" qualifiers="const"> @@ -346,14 +356,14 @@ <return type="Vector2" /> <param index="0" name="n" type="Vector2" /> <description> - Returns this vector slid along a plane defined by the given normal. + Returns the result of sliding the vector along a plane defined by the given normal. </description> </method> <method name="snapped" qualifiers="const"> <return type="Vector2" /> <param index="0" name="step" type="Vector2" /> <description> - Returns this vector with each component snapped to the nearest multiple of [param step]. This can also be used to round to an arbitrary number of decimals. + Returns a new vector with each component snapped to the nearest multiple of the corresponding component in [param step]. This can also be used to round the components to an arbitrary number of decimals. </description> </method> </methods> diff --git a/doc/classes/Vector2i.xml b/doc/classes/Vector2i.xml index fd02e3c530..db6bc8f237 100644 --- a/doc/classes/Vector2i.xml +++ b/doc/classes/Vector2i.xml @@ -92,7 +92,14 @@ <method name="sign" qualifiers="const"> <return type="Vector2i" /> <description> - Returns a new vector with each component set to one or negative one, depending on the signs of the components, or zero if the component is zero, by calling [method @GlobalScope.sign] on each component. + Returns a new vector with each component set to [code]1[/code] if it's positive, [code]-1[/code] if it's negative, and [code]0[/code] if it's zero. The result is identical to calling [method @GlobalScope.sign] on each component. + </description> + </method> + <method name="snapped" qualifiers="const"> + <return type="Vector2i" /> + <param index="0" name="step" type="Vector2i" /> + <description> + Returns a new vector with each component snapped to the closest multiple of the corresponding component in [param step]. </description> </method> </methods> diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml index 9005dd3f0c..2896408505 100644 --- a/doc/classes/Vector3.xml +++ b/doc/classes/Vector3.xml @@ -62,6 +62,16 @@ Returns the unsigned minimum angle to the given vector, in radians. </description> </method> + <method name="bezier_derivative" qualifiers="const"> + <return type="Vector3" /> + <param index="0" name="control_1" type="Vector3" /> + <param index="1" name="control_2" type="Vector3" /> + <param index="2" name="end" type="Vector3" /> + <param index="3" name="t" type="float" /> + <description> + Returns the derivative at the given [param t] on the [url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bezier curve[/url] defined by this vector and the given [param control_1], [param control_2], and [param end] points. + </description> + </method> <method name="bezier_interpolate" qualifiers="const"> <return type="Vector3" /> <param index="0" name="control_1" type="Vector3" /> @@ -288,14 +298,14 @@ <return type="Vector3" /> <param index="0" name="b" type="Vector3" /> <description> - Returns this vector projected onto the vector [param b]. + Returns the result of projecting the vector onto the given vector [param b]. </description> </method> <method name="reflect" qualifiers="const"> <return type="Vector3" /> <param index="0" name="n" type="Vector3" /> <description> - Returns this vector reflected from a plane defined by the given normal. + Returns the result of reflecting the vector from a plane defined by the given normal [param n]. </description> </method> <method name="rotated" qualifiers="const"> @@ -303,7 +313,7 @@ <param index="0" name="axis" type="Vector3" /> <param index="1" name="angle" type="float" /> <description> - Rotates this vector around a given axis by [param angle] (in radians). The axis must be a normalized vector. + Returns the result of rotating this vector around a given axis by [param angle] (in radians). The axis must be a normalized vector. See also [method @GlobalScope.deg_to_rad]. </description> </method> <method name="round" qualifiers="const"> @@ -315,7 +325,7 @@ <method name="sign" qualifiers="const"> <return type="Vector3" /> <description> - Returns a new vector with each component set to one or negative one, depending on the signs of the components, or zero if the component is zero, by calling [method @GlobalScope.sign] on each component. + Returns a new vector with each component set to [code]1.0[/code] if it's positive, [code]-1.0[/code] if it's negative, and [code]0.0[/code] if it's zero. The result is identical to calling [method @GlobalScope.sign] on each component. </description> </method> <method name="signed_angle_to" qualifiers="const"> @@ -339,14 +349,14 @@ <return type="Vector3" /> <param index="0" name="n" type="Vector3" /> <description> - Returns this vector slid along a plane defined by the given normal. + Returns a new vector slid along a plane defined by the given normal. </description> </method> <method name="snapped" qualifiers="const"> <return type="Vector3" /> <param index="0" name="step" type="Vector3" /> <description> - Returns this vector with each component snapped to the nearest multiple of [param step]. This can also be used to round to an arbitrary number of decimals. + Returns a new vector with each component snapped to the nearest multiple of the corresponding component in [param step]. This can also be used to round the components to an arbitrary number of decimals. </description> </method> </methods> diff --git a/doc/classes/Vector3i.xml b/doc/classes/Vector3i.xml index eb64e098ce..5c6dc3c1c5 100644 --- a/doc/classes/Vector3i.xml +++ b/doc/classes/Vector3i.xml @@ -87,7 +87,14 @@ <method name="sign" qualifiers="const"> <return type="Vector3i" /> <description> - Returns the vector with each component set to one or negative one, depending on the signs of the components. + Returns a new vector with each component set to [code]1[/code] if it's positive, [code]-1[/code] if it's negative, and [code]0[/code] if it's zero. The result is identical to calling [method @GlobalScope.sign] on each component. + </description> + </method> + <method name="snapped" qualifiers="const"> + <return type="Vector3i" /> + <param index="0" name="step" type="Vector3i" /> + <description> + Returns a new vector with each component snapped to the closest multiple of the corresponding component in [param step]. </description> </method> </methods> diff --git a/doc/classes/Vector4.xml b/doc/classes/Vector4.xml index a2759937c1..d15ae35b59 100644 --- a/doc/classes/Vector4.xml +++ b/doc/classes/Vector4.xml @@ -190,21 +190,21 @@ <method name="normalized" qualifiers="const"> <return type="Vector4" /> <description> - Returns the vector scaled to unit length. Equivalent to [code]v / v.length()[/code]. + Returns the result of scaling the vector to unit length. Equivalent to [code]v / v.length()[/code]. </description> </method> <method name="posmod" qualifiers="const"> <return type="Vector4" /> <param index="0" name="mod" type="float" /> <description> - Returns a vector composed of the [method @GlobalScope.fposmod] of this vector's components and [param mod]. + Returns a new vector composed of the [method @GlobalScope.fposmod] of this vector's components and [param mod]. </description> </method> <method name="posmodv" qualifiers="const"> <return type="Vector4" /> <param index="0" name="modv" type="Vector4" /> <description> - Returns a vector composed of the [method @GlobalScope.fposmod] of this vector's components and [param modv]'s components. + Returns a new vector composed of the [method @GlobalScope.fposmod] of this vector's components and [param modv]'s components. </description> </method> <method name="round" qualifiers="const"> @@ -216,14 +216,14 @@ <method name="sign" qualifiers="const"> <return type="Vector4" /> <description> - Returns a new vector with each component set to one or negative one, depending on the signs of the components, or zero if the component is zero, by calling [method @GlobalScope.sign] on each component. + Returns a new vector with each component set to [code]1.0[/code] if it's positive, [code]-1.0[/code] if it's negative, and [code]0.0[/code] if it's zero. The result is identical to calling [method @GlobalScope.sign] on each component. </description> </method> <method name="snapped" qualifiers="const"> <return type="Vector4" /> <param index="0" name="step" type="Vector4" /> <description> - Returns this vector with each component snapped to the nearest multiple of [param step]. This can also be used to round to an arbitrary number of decimals. + Returns a new vector with each component snapped to the nearest multiple of the corresponding component in [param step]. This can also be used to round the components to an arbitrary number of decimals. </description> </method> </methods> diff --git a/doc/classes/Vector4i.xml b/doc/classes/Vector4i.xml index 2dc10234ee..95797df90a 100644 --- a/doc/classes/Vector4i.xml +++ b/doc/classes/Vector4i.xml @@ -83,7 +83,14 @@ <method name="sign" qualifiers="const"> <return type="Vector4i" /> <description> - Returns a new vector with each component set to one or negative one, depending on the signs of the components, or zero if the component is zero, by calling [method @GlobalScope.sign] on each component. + Returns a new vector with each component set to [code]1[/code] if it's positive, [code]-1[/code] if it's negative, and [code]0[/code] if it's zero. The result is identical to calling [method @GlobalScope.sign] on each component. + </description> + </method> + <method name="snapped" qualifiers="const"> + <return type="Vector4i" /> + <param index="0" name="step" type="Vector4i" /> + <description> + Returns a new vector with each component snapped to the closest multiple of the corresponding component in [param step]. </description> </method> </methods> |