Base class for all non built-in types.
Every class which is not a built-in type inherits from this class.
You can construct Objects from scripting languages, using [code]Object.new()[/code] in GDScript, [code]new Object[/code] in C#, or the "Construct Object" node in VisualScript.
Objects do not manage memory. If a class inherits from Object, you will have to delete instances of it manually. To do so, call the [method free] method from your script or delete the instance from C++.
Some classes that extend Object add memory management. This is the case of [Reference], which counts references and deletes itself automatically when no longer referenced. [Node], another fundamental type, deletes all its children when freed from memory.
Objects export properties, which are mainly useful for storage and editing, but not really so much in programming. Properties are exported in [method _get_property_list] and handled in [method _get] and [method _set]. However, scripting languages and C++ have simpler means to export them.
Objects also receive notifications. Notifications are a simple way to notify the object about simple events, so they can all be handled together. See [method _notification].
Returns the given property. Returns [code]null[/code] if the [code]property[/code] does not exist.
Returns the object's property list as an [Array] of dictionaries. Dictionaries must contain: name:String, type:int (see TYPE_* enum in [@GlobalScope]) and optionally: hint:int (see PROPERTY_HINT_* in [@GlobalScope]), hint_string:String, usage:int (see PROPERTY_USAGE_* in [@GlobalScope]).
The virtual method called upon initialization.
Notify the object internally using an ID.
Sets a property. Returns [code]true[/code] if the [code]property[/code] exists.
Returns a [String] representing the object. Default is [code]"[ClassName:RID]"[/code].
Override this method to customize the [String] representation of the object when it's being converted to a string, for example: [code]print(obj)[/code].
Adds a user-defined [code]signal[/code]. Arguments are optional, but can be added as an [Array] of dictionaries, each containing "name" and "type" (from [@GlobalScope] TYPE_*).
Calls the [code]method[/code] on the object and returns a result. Pass parameters as a comma separated list.
Calls the [code]method[/code] on the object during idle time and returns a result. Pass parameters as a comma separated list.
Calls the [code]method[/code] on the object and returns a result. Pass parameters as an [Array].
Returns [code]true[/code] if the object can translate strings.
Connects a [code]signal[/code] to a [code]method[/code] on a [code]target[/code] object. Pass optional [code]binds[/code] to the call. Use [code]flags[/code] to set deferred or one shot connections. See [code]CONNECT_*[/code] constants.
A [code]signal[/code] can only be connected once to a [code]method[/code]. It will throw an error if already connected. To avoid this, first, use [method is_connected] to check for existing connections.
If the [code]target[/code] is destroyed in the game's lifecycle, the connection will be lost.
Disconnects a [code]signal[/code] from a [code]method[/code] on the given [code]target[/code].
If you try to disconnect a connection that does not exist, the method will throw an error. Use [method is_connected] to ensure that the connection exists.
Emits the given [code]signal[/code].
Deletes the object from memory.
Returns a [Variant] for a [code]property[/code].
Returns the object's class as a [String].
Returns an [Array] of dictionaries with information about signals that are connected to the object.
Inside each [Dictionary] there are 3 fields:
- "source" is a reference to signal emitter.
- "signal_name" is name of connected signal.
- "method_name" is a name of method to which signal is connected.
Get indexed object property by String.
Property indices get accessed with colon separation, for example: [code]position:x[/code]
Returns the object's unique instance ID.
Returns the object's metadata for the given [code]name[/code].
Returns the object's metadata as a [PoolStringArray].
Returns the object's methods and their signatures as an [Array].
Returns the list of properties as an [Array] of dictionaries. Dictionaries contain: name:String, type:int (see TYPE_* enum in [@GlobalScope]) and optionally: hint:int (see PROPERTY_HINT_* in [@GlobalScope]), hint_string:String, usage:int (see PROPERTY_USAGE_* in [@GlobalScope]).
Returns the object's [Script] or [code]null[/code] if one doesn't exist.
Returns an [Array] of connections for the given [code]signal[/code].
Returns the list of signals as an [Array] of dictionaries.
Returns [code]true[/code] if a metadata is found with the given [code]name[/code].
Returns [code]true[/code] if the object contains the given [code]method[/code].
Returns [code]true[/code] if the given user-defined [code]signal[/code] exists.
Returns [code]true[/code] if signal emission blocking is enabled.
Returns [code]true[/code] if the object inherits from the given [code]type[/code].
Returns [code]true[/code] if a connection exists for a given [code]signal[/code], [code]target[/code], and [code]method[/code].
Returns [code]true[/code] if the [code]queue_free[/code] method was called for the object.
Notify the object of something.
Set property into the object.
If set to [code]true[/code], signal emission is blocked.
Define whether the object can translate strings (with calls to [method tr]). Default is [code]true[/code].
Set a metadata into the object. Metadata is serialized. Metadata can be [i]anything[/i].
Set a script into the object, scripts extend the object functionality.
Returns a [String] representing the object. Default is [code]"[ClassName:RID]"[/code].
Override the method [method _to_string] to customize the [String] representation.
Translate a message. Only works if message translation is enabled (which it is by default). See [method set_message_translation].
Emitted whenever the script of the Object is changed.
Called right when the object is initialized. Not available in script.
Called before the object is about to be deleted.
Connect a signal in deferred mode. This way, signal emissions are stored in a queue, then set on idle time.
Persisting connections are saved when the object is serialized to file.
One shot connections disconnect themselves after emission.