diff options
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/Callable.xml | 10 | ||||
-rw-r--r-- | doc/classes/EditorCommandPalette.xml | 2 | ||||
-rw-r--r-- | doc/classes/Expression.xml | 2 | ||||
-rw-r--r-- | doc/classes/HTTPRequest.xml | 4 | ||||
-rw-r--r-- | doc/classes/Object.xml | 46 | ||||
-rw-r--r-- | doc/classes/Performance.xml | 2 | ||||
-rw-r--r-- | doc/classes/Signal.xml | 4 | ||||
-rw-r--r-- | doc/classes/Tween.xml | 20 | ||||
-rw-r--r-- | doc/classes/UndoRedo.xml | 8 |
9 files changed, 48 insertions, 50 deletions
diff --git a/doc/classes/Callable.xml b/doc/classes/Callable.xml index 79e65f3472..8fc44d7536 100644 --- a/doc/classes/Callable.xml +++ b/doc/classes/Callable.xml @@ -18,17 +18,19 @@ callable.call("invalid") # Invalid call, should have at least 2 arguments. [/gdscript] [csharp] - public void PrintArgs(object arg1, object arg2, object arg3 = null) + // Default parameter values are not supported. + public void PrintArgs(Variant arg1, Variant arg2, Variant arg3 = default) { GD.PrintS(arg1, arg2, arg3); } public void Test() { - Callable callable = new Callable(this, nameof(PrintArgs)); - callable.Call("hello", "world"); // Prints "hello world null". + // Invalid calls fail silently. + Callable callable = new Callable(this, MethodName.PrintArgs); + callable.Call("hello", "world"); // Default parameter values are not supported, should have 3 arguments. callable.Call(Vector2.Up, 42, callable); // Prints "(0, -1) 42 Node(Node.cs)::PrintArgs". - callable.Call("invalid"); // Invalid call, should have at least 2 arguments. + callable.Call("invalid"); // Invalid call, should have 3 arguments. } [/csharp] [/codeblocks] diff --git a/doc/classes/EditorCommandPalette.xml b/doc/classes/EditorCommandPalette.xml index 380c79fc1a..448a622ae4 100644 --- a/doc/classes/EditorCommandPalette.xml +++ b/doc/classes/EditorCommandPalette.xml @@ -16,7 +16,7 @@ [csharp] EditorCommandPalette commandPalette = GetEditorInterface().GetCommandPalette(); // ExternalCommand is a function that will be called with the command is executed. - Callable commandCallable = new Callable(this, nameof(ExternalCommand)); + Callable commandCallable = new Callable(this, MethodName.ExternalCommand); commandPalette.AddCommand("command", "test/command", commandCallable) [/csharp] [/codeblocks] diff --git a/doc/classes/Expression.xml b/doc/classes/Expression.xml index 4670e0c382..2c7d83a811 100644 --- a/doc/classes/Expression.xml +++ b/doc/classes/Expression.xml @@ -28,7 +28,7 @@ public override void _Ready() { - GetNode("LineEdit").TextSubmitted += OnTextEntered; + GetNode<LineEdit>("LineEdit").TextSubmitted += OnTextEntered; } private void OnTextEntered(string command) diff --git a/doc/classes/HTTPRequest.xml b/doc/classes/HTTPRequest.xml index c504e26d58..3dbc024b14 100644 --- a/doc/classes/HTTPRequest.xml +++ b/doc/classes/HTTPRequest.xml @@ -69,7 +69,7 @@ } // Called when the HTTP request is completed. - private void HttpRequestCompleted(int result, int response_code, string[] headers, byte[] body) + private void HttpRequestCompleted(int result, int responseCode, string[] headers, byte[] body) { var json = new JSON(); json.Parse(body.GetStringFromUTF8()); @@ -128,7 +128,7 @@ } // Called when the HTTP request is completed. - private void HttpRequestCompleted(int result, int response_code, string[] headers, byte[] body) + private void HttpRequestCompleted(int result, int responseCode, string[] headers, byte[] body) { if (result != (int)HTTPRequest.Result.Success) { diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml index 1a805007e6..e4607456ca 100644 --- a/doc/classes/Object.xml +++ b/doc/classes/Object.xml @@ -305,7 +305,7 @@ [/gdscript] [csharp] var node = new Node3D(); - node.Call("rotate", new Vector3(1f, 0f, 0f), 1.571f); + node.Call(Node3D.MethodName.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. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call. @@ -323,7 +323,7 @@ [/gdscript] [csharp] var node = new Node3D(); - node.CallDeferred("rotate", new Vector3(1f, 0f, 0f), 1.571f); + node.CallDeferred(Node3D.MethodName.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. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call. @@ -342,7 +342,7 @@ [/gdscript] [csharp] var node = new Node3D(); - node.Callv("rotate", new Godot.Collections.Array { new Vector3(1f, 0f, 0f), 1.571f }); + node.Callv(Node3D.MethodName.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. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call @@ -394,8 +394,8 @@ // This assumes that a `Player` class exists, which defines a `Hit` signal. var player = new Player(); - // Signals as events (`player.Hit += OnPlayerHit;`) do not support argument binding. You have to use: - player.Hit.Connect(OnPlayerHit, new Godot.Collections.Array {"sword", 100 }); + // We can use lambdas when we need to bind additional parameters. + player.Hit += () => OnPlayerHit("sword", 100); } private void OnButtonDown() @@ -405,7 +405,7 @@ private void OnPlayerHit(string weaponType, int damage) { - GD.Print(String.Format("Hit with weapon {0} for {1} damage.", weaponType, damage)); + GD.Print($"Hit with weapon {weaponType} for {damage} damage."); } [/csharp] [/codeblocks] @@ -431,16 +431,12 @@ public override void _Ready() { var button = new Button(); - // Option 1: Object.Connect() with an implicit Callable for the defined function. - button.Connect("button_down", OnButtonDown); - // Option 2: Object.connect() with a constructed Callable using a target object and method name. - button.Connect("button_down", new Callable(self, nameof(OnButtonDown))); - // Option 3: Signal.connect() with an implicit Callable for the defined function. - button.ButtonDown.Connect(OnButtonDown); - // Option 3b: In C#, we can use signals as events and connect with this more idiomatic syntax: + // Option 1: In C#, we can use signals as events and connect with this idiomatic syntax: button.ButtonDown += OnButtonDown; - // Option 4: Signal.connect() with a constructed Callable using a target object and method name. - button.ButtonDown.Connect(new Callable(self, nameof(OnButtonDown))); + // Option 2: Object.Connect() with a constructed Callable from a method group. + button.Connect(Button.SignalName.ButtonDown, Callable.From(OnButtonDown)); + // Option 3: Object.Connect() with a constructed Callable using a target object and method name. + button.Connect(Button.SignalName.ButtonDown, new Callable(this, MethodName.OnButtonDown)); } private void OnButtonDown() @@ -458,6 +454,7 @@ func _ready(): # This assumes that a `Player` class exists, which defines a `hit` signal. var player = Player.new() + # Using Callable.bind(). player.hit.connect(_on_player_hit.bind("sword", 100)) # Parameters added when emitting the signal are passed first. @@ -473,20 +470,19 @@ { // This assumes that a `Player` class exists, which defines a `Hit` signal. var player = new Player(); - // Option 1: Using Callable.Bind(). This way we can still use signals as events. - player.Hit += OnPlayerHit.Bind("sword", 100); - // Option 2: Using a `binds` Array in Signal.Connect(). - player.Hit.Connect(OnPlayerHit, new Godot.Collections.Array{ "sword", 100 }); + // Using lambda expressions that create a closure that captures the additional parameters. + // The lambda only receives the parameters defined by the signal's delegate. + player.Hit += (hitBy, level) => OnPlayerHit(hitBy, level, "sword", 100); // Parameters added when emitting the signal are passed first. - player.EmitSignal("hit", "Dark lord", 5); + player.EmitSignal(SignalName.Hit, "Dark lord", 5); } // We pass two arguments when emitting (`hit_by`, `level`), // and bind two more arguments when connecting (`weapon_type`, `damage`). private void OnPlayerHit(string hitBy, int level, string weaponType, int damage) { - GD.Print(String.Format("Hit by {0} (level {1}) with weapon {2} for {3} damage.", hitBy, level, weaponType, damage)); + GD.Print($"Hit by {hitBy} (level {level}) with weapon {weaponType} for {damage} damage."); } [/csharp] [/codeblocks] @@ -512,8 +508,8 @@ emit_signal("game_over") [/gdscript] [csharp] - EmitSignal("Hit", "sword", 100); - EmitSignal("GameOver"); + EmitSignal(SignalName.Hit, "sword", 100); + EmitSignal(SignalName.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. @@ -581,7 +577,7 @@ 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. + [b]Note:[/b] In C#, [param property_path] 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. [b]Note:[/b] This method does not support actual paths to nodes in the [SceneTree], only sub-property paths. In the context of nodes, use [method Node.get_node_and_resource] instead. </description> </method> @@ -868,7 +864,7 @@ GD.Print(node.Position); // Prints (42, -10) [/csharp] [/codeblocks] - [b]Note:[/b] In C#, [param property_path] must be in snake_case when referring to built-in Godot properties. + [b]Note:[/b] In C#, [param property_path] 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_message_translation"> diff --git a/doc/classes/Performance.xml b/doc/classes/Performance.xml index 6b7daa534e..493af8aff2 100644 --- a/doc/classes/Performance.xml +++ b/doc/classes/Performance.xml @@ -45,7 +45,7 @@ [csharp] public override void _Ready() { - var monitorValue = new Callable(this, nameof(GetMonitorValue)); + var monitorValue = new Callable(this, MethodName.GetMonitorValue); // Adds monitor with name "MyName" to category "MyCategory". Performance.AddCustomMonitor("MyCategory/MyMonitor", monitorValue); diff --git a/doc/classes/Signal.xml b/doc/classes/Signal.xml index 3412cd2140..71905e8b2e 100644 --- a/doc/classes/Signal.xml +++ b/doc/classes/Signal.xml @@ -16,12 +16,12 @@ [/gdscript] [csharp] [Signal] - delegate void Attacked(); + delegate void AttackedEventHandler(); // Additional arguments may be declared. // These arguments must be passed when the signal is emitted. [Signal] - delegate void ItemDropped(itemName: string, amount: int); + delegate void ItemDroppedEventHandler(string itemName, int amount); [/csharp] [/codeblocks] </description> diff --git a/doc/classes/Tween.xml b/doc/classes/Tween.xml index fc0dd9f05d..9bb92cf362 100644 --- a/doc/classes/Tween.xml +++ b/doc/classes/Tween.xml @@ -19,7 +19,7 @@ Tween tween = GetTree().CreateTween(); tween.TweenProperty(GetNode("Sprite"), "modulate", Colors.Red, 1.0f); tween.TweenProperty(GetNode("Sprite"), "scale", Vector2.Zero, 1.0f); - tween.TweenCallback(new Callable(GetNode("Sprite").QueueFree)); + tween.TweenCallback(Callable.From(GetNode("Sprite").QueueFree)); [/csharp] [/codeblocks] This sequence will make the [code]$Sprite[/code] node turn red, then shrink, before finally calling [method Node.queue_free] to free the sprite. [Tweener]s are executed one after another by default. This behavior can be changed using [method parallel] and [method set_parallel]. @@ -35,7 +35,7 @@ Tween tween = GetTree().CreateTween(); tween.TweenProperty(GetNode("Sprite"), "modulate", Colors.Red, 1.0f).SetTrans(Tween.TransitionType.Sine); tween.TweenProperty(GetNode("Sprite"), "scale", Vector2.Zero, 1.0f).SetTrans(Tween.TransitionType.Bounce); - tween.TweenCallback(new Callable(GetNode("Sprite").QueueFree)); + tween.TweenCallback(Callable.From(GetNode("Sprite").QueueFree)); [/csharp] [/codeblocks] Most of the [Tween] methods can be chained this way too. In the following example the [Tween] is bound to the running script's node and a default transition is set for its [Tweener]s: @@ -50,7 +50,7 @@ var tween = GetTree().CreateTween().BindNode(this).SetTrans(Tween.TransitionType.Elastic); tween.TweenProperty(GetNode("Sprite"), "modulate", Colors.Red, 1.0f); tween.TweenProperty(GetNode("Sprite"), "scale", Vector2.Zero, 1.0f); - tween.TweenCallback(new Callable(GetNode("Sprite").QueueFree)); + tween.TweenCallback(Callable.From(GetNode("Sprite").QueueFree)); [/csharp] [/codeblocks] Another interesting use for [Tween]s is animating arbitrary sets of objects: @@ -281,7 +281,7 @@ [/gdscript] [csharp] Tween tween = GetTree().CreateTween().SetLoops(); - tween.TweenCallback(new Callable(Shoot)).SetDelay(1.0f); + tween.TweenCallback(Callable.From(Shoot)).SetDelay(1.0f); [/csharp] [/codeblocks] [b]Example:[/b] Turning a sprite red and then blue, with 2 second delay: @@ -294,8 +294,8 @@ [csharp] Tween tween = GetTree().CreateTween(); Sprite2D sprite = GetNode<Sprite2D>("Sprite"); - tween.TweenCallback(new Callable(() => sprite.Modulate = Colors.Red)).SetDelay(2.0f); - tween.TweenCallback(new Callable(() => sprite.Modulate = Colors.Blue)).SetDelay(2.0f); + tween.TweenCallback(Callable.From(() => sprite.Modulate = Colors.Red)).SetDelay(2.0f); + tween.TweenCallback(Callable.From(() => sprite.Modulate = Colors.Blue)).SetDelay(2.0f); [/csharp] [/codeblocks] </description> @@ -332,10 +332,10 @@ [csharp] Tween tween = CreateTween().SetLoops(); tween.TweenProperty(GetNode("Sprite"), "position:x", 200.0f, 1.0f).AsRelative(); - tween.TweenCallback(new Callable(Jump)); + tween.TweenCallback(Callable.From(Jump)); tween.TweenInterval(2.0f); tween.TweenProperty(GetNode("Sprite"), "position:x", -200.0f, 1.0f).AsRelative(); - tween.TweenCallback(new Callable(Jump)); + tween.TweenCallback(Callable.From(Jump)); tween.TweenInterval(2.0f); [/csharp] [/codeblocks] @@ -357,7 +357,7 @@ [/gdscript] [csharp] Tween tween = CreateTween(); - tween.TweenMethod(new Callable(() => LookAt(Vector3.Up)), new Vector3(-1.0f, 0.0f, -1.0f), new Vector3(1.0f, 0.0f, -1.0f), 1.0f); // The LookAt() method takes up vector as second argument. + tween.TweenMethod(Callable.From(() => LookAt(Vector3.Up)), new Vector3(-1.0f, 0.0f, -1.0f), new Vector3(1.0f, 0.0f, -1.0f), 1.0f); // The LookAt() method takes up vector as second argument. [/csharp] [/codeblocks] [b]Example:[/b] Setting the text of a [Label], using an intermediate method and after a delay: @@ -376,7 +376,7 @@ base._Ready(); Tween tween = CreateTween(); - tween.TweenMethod(new Callable(SetLabelText), 0.0f, 10.0f, 1.0f).SetDelay(1.0f); + tween.TweenMethod(Callable.From<int>(SetLabelText), 0.0f, 10.0f, 1.0f).SetDelay(1.0f); } private void SetLabelText(int value) diff --git a/doc/classes/UndoRedo.xml b/doc/classes/UndoRedo.xml index 42baf7728d..6c151ef958 100644 --- a/doc/classes/UndoRedo.xml +++ b/doc/classes/UndoRedo.xml @@ -48,10 +48,10 @@ { var node = GetNode<Node2D>("MyNode2D"); UndoRedo.CreateAction("Move the node"); - UndoRedo.AddDoMethod(this, nameof(DoSomething)); - UndoRedo.AddUndoMethod(this, nameof(UndoSomething)); - UndoRedo.AddDoProperty(node, "position", new Vector2(100, 100)); - UndoRedo.AddUndoProperty(node, "position", node.Position); + UndoRedo.AddDoMethod(this, MethodName.DoSomething); + UndoRedo.AddUndoMethod(this, MethodName.UndoSomething); + UndoRedo.AddDoProperty(node, Node2D.PropertyName.Position, new Vector2(100, 100)); + UndoRedo.AddUndoProperty(node, Node2D.PropertyName.Position, node.Position); UndoRedo.CommitAction(); } [/csharp] |