From 215d18814e3db5371ed7aae9555ac25bf7d1a00e Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Mon, 4 Jan 2021 14:33:44 +0100 Subject: doc: Sync classref with current source --- doc/classes/Variant.xml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'doc/classes/Variant.xml') diff --git a/doc/classes/Variant.xml b/doc/classes/Variant.xml index cd76689ffe..775bd58bcf 100644 --- a/doc/classes/Variant.xml +++ b/doc/classes/Variant.xml @@ -17,7 +17,7 @@ - VisualScript tracks properties inside Variants as well, but it also uses static typing. The GUI interface enforces that properties have a particular type that doesn't change over time. - C# is statically typed, but uses the Mono [code]object[/code] type in place of Godot's Variant class when it needs to represent a dynamic value. [code]object[/code] is the Mono runtime's equivalent of the same concept. - The statically-typed language NativeScript C++ does not define a built-in Variant-like class. Godot's GDNative bindings provide their own godot::Variant class for users; Any point at which the C++ code starts interacting with the Godot runtime is a place where you might have to start wrapping data inside Variant objects. - The global [method @GDScript.typeof] function returns the enumerated value of the Variant type stored in the current variable (see [enum Variant.Type]). + The global [method @GlobalScope.typeof] function returns the enumerated value of the Variant type stored in the current variable (see [enum Variant.Type]). [codeblock] var foo = 2 match typeof(foo): -- cgit v1.2.3