An object representing a method in a certain object that can be called.
[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.
[b]Example:[/b]
[codeblocks]
[gdscript]
func print_args(arg1, arg2, arg3 = ""):
prints(arg1, arg2, arg3)
func test():
var callable = Callable(self, "print_args")
callable.call("hello", "world") # Prints "hello world ".
callable.call(Vector2.UP, 42, callable) # Prints "(0, -1) 42 Node(Node.gd)::print_args".
callable.call("invalid") # Invalid call, should have at least 2 arguments.
[/gdscript]
[csharp]
public void PrintArgs(object arg1, object arg2, object arg3 = null)
{
GD.PrintS(arg1, arg2, arg3);
}
public void Test()
{
Callable callable = new Callable(this, nameof(PrintArgs));
callable.Call("hello", "world"); // Prints "hello world null".
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.
}
[/csharp]
[/codeblocks]
Constructs a null [Callable] with no object nor method bound.
Constructs a [Callable] as a copy of the given [Callable].
Creates a new [Callable] for the method called [code]method[/code] in the specified [code]object[/code].
Returns a copy of this [Callable] with the arguments bound. Bound arguments are passed after the arguments supplied by [method call].
Calls the method represented by this [Callable]. Arguments can be passed and should match the method's signature.
Calls the method represented by this [Callable] in deferred mode, i.e. during the idle frame. Arguments can be passed and should match the method's signature.
Returns the name of the method represented by this [Callable].
Returns the object on which this [Callable] is called.
Returns the ID of this [Callable]'s object (see [method Object.get_instance_id]).
Returns the hash value of this [Callable]'s object.
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] has no target to call the method on.
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 the object exists and has a valid function assigned, or is a custom callable.
Returns [code]true[/code] if both [Callable]s invoke different targets.
Returns [code]true[/code] if both [Callable]s invoke the same custom target.
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) 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.
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.