summaryrefslogtreecommitdiff
path: root/doc/classes/Object.xml
blob: ba219d8603188b2d20ed37da2ac10e24ddbd0189 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Object" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
	<brief_description>
		Base class for all non-built-in types.
	</brief_description>
	<description>
		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 [RefCounted], 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.
		Property membership can be tested directly in GDScript using [code]in[/code]:
		[codeblocks]
		[gdscript]
		var n = Node2D.new()
		print("position" in n) # Prints "true".
		print("other_property" in n) # Prints "false".
		[/gdscript]
		[csharp]
		var node = new Node2D();
		// C# has no direct equivalent to GDScript's `in` operator here, but we
		// can achieve the same behavior by performing `Get` with a null check.
		GD.Print(node.Get("position") != null); // Prints "true".
		GD.Print(node.Get("other_property") != null); // Prints "false".
		[/csharp]
		[/codeblocks]
		The [code]in[/code] operator will evaluate to [code]true[/code] as long as the key exists, even if the value is [code]null[/code].
		Objects also receive notifications. Notifications are a simple way to notify the object about different events, so they can all be handled together. See [method _notification].
		[b]Note:[/b] Unlike references to a [RefCounted], references to an Object stored in a variable can become invalid without warning. Therefore, it's recommended to use [RefCounted] for data classes instead of [Object].
		[b]Note:[/b] The [code]script[/code] property is not exposed like most properties, but it does have a setter and getter ([code]set_script()[/code] and [code]get_script()[/code]).
	</description>
	<tutorials>
		<link title="When and how to avoid using nodes for everything">$DOCS_URL/tutorials/best_practices/node_alternatives.html</link>
		<link title="Object notifications">$DOCS_URL/tutorials/best_practices/godot_notifications.html</link>
	</tutorials>
	<methods>
		<method name="_get" qualifiers="virtual">
			<return type="Variant" />
			<param index="0" name="property" type="StringName" />
			<description>
				Virtual method which can be overridden to customize the return value of [method get].
				Returns the given property. Returns [code]null[/code] if the [param property] does not exist.
			</description>
		</method>
		<method name="_get_property_list" qualifiers="virtual">
			<return type="Array" />
			<description>
				Virtual method which can be overridden to customize the return value of [method get_property_list].
				Returns the object's property list as an [Array] of dictionaries.
				Each property's [Dictionary] must contain at least [code]name: String[/code] and [code]type: int[/code] (see [enum Variant.Type]) entries. Optionally, it can also include [code]hint: int[/code] (see [enum PropertyHint]), [code]hint_string: String[/code], and [code]usage: int[/code] (see [enum PropertyUsageFlags]).
			</description>
		</method>
		<method name="_init" qualifiers="virtual">
			<return type="void" />
			<description>
				Called when the object is initialized in memory. Can be defined to take in parameters, that are passed in when constructing.
				[b]Note:[/b] If [method _init] is defined with required parameters, then explicit construction is the only valid means of creating an Object of the class. If any other means (such as [method PackedScene.instantiate]) is used, then initialization will fail.
			</description>
		</method>
		<method name="_notification" qualifiers="virtual">
			<return type="void" />
			<param index="0" name="what" type="int" />
			<description>
				Called whenever the object receives a notification, which is identified in [param what] by a constant. The base [Object] has two constants [constant NOTIFICATION_POSTINITIALIZE] and [constant NOTIFICATION_PREDELETE], but subclasses such as [Node] define a lot more notifications which are also received by this method.
			</description>
		</method>
		<method name="_set" qualifiers="virtual">
			<return type="bool" />
			<param index="0" name="property" type="StringName" />
			<param index="1" name="value" type="Variant" />
			<description>
				Virtual method which can be overridden to customize the return value of [method set].
				Sets a property. Returns [code]true[/code] if the [param property] exists.
			</description>
		</method>
		<method name="_to_string" qualifiers="virtual">
			<return type="String" />
			<description>
				Virtual method which can be overridden to customize the return value of [method to_string], and thus the object's representation where it is converted to a string, e.g. with [code]print(obj)[/code].
				Returns a [String] representing the object. If not overridden, defaults to [code]"[ClassName:RID]"[/code].
			</description>
		</method>
		<method name="add_user_signal">
			<return type="void" />
			<param index="0" name="signal" type="String" />
			<param index="1" name="arguments" type="Array" default="[]" />
			<description>
				Adds a user-defined [param signal]. Arguments are optional, but can be added as an [Array] of dictionaries, each containing [code]name: String[/code] and [code]type: int[/code] (see [enum Variant.Type]) entries.
			</description>
		</method>
		<method name="call" qualifiers="vararg">
			<return type="Variant" />
			<param index="0" name="method" type="StringName" />
			<description>
				Calls the [param method] on the object and returns the result. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
				[codeblocks]
				[gdscript]
				var node = Node3D.new()
				node.call("rotate", Vector3(1.0, 0.0, 0.0), 1.571)
				[/gdscript]
				[csharp]
				var node = new Node3D();
				node.Call("rotate", new Vector3(1f, 0f, 0f), 1.571f);
				[/csharp]
				[/codeblocks]
				[b]Note:[/b] In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).
			</description>
		</method>
		<method name="call_deferred" qualifiers="vararg">
			<return type="Variant" />
			<param index="0" name="method" type="StringName" />
			<description>
				Calls the [param method] on the object during idle time. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
				[codeblocks]
				[gdscript]
				var node = Node3D.new()
				node.call_deferred("rotate", Vector3(1.0, 0.0, 0.0), 1.571)
				[/gdscript]
				[csharp]
				var node = new Node3D();
				node.CallDeferred("rotate", new Vector3(1f, 0f, 0f), 1.571f);
				[/csharp]
				[/codeblocks]
				[b]Note:[/b] In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).
			</description>
		</method>
		<method name="callv">
			<return type="Variant" />
			<param index="0" name="method" type="StringName" />
			<param index="1" name="arg_array" type="Array" />
			<description>
				Calls the [param method] on the object and returns the result. Contrarily to [method call], this method does not support a variable number of arguments but expects all parameters to be via a single [Array].
				[codeblocks]
				[gdscript]
				var node = Node3D.new()
				node.callv("rotate", [Vector3(1.0, 0.0, 0.0), 1.571])
				[/gdscript]
				[csharp]
				var node = new Node3D();
				node.Callv("rotate", new Godot.Collections.Array { new Vector3(1f, 0f, 0f), 1.571f });
				[/csharp]
				[/codeblocks]
			</description>
		</method>
		<method name="can_translate_messages" qualifiers="const">
			<return type="bool" />
			<description>
				Returns [code]true[/code] if the object can translate strings. See [method set_message_translation] and [method tr].
			</description>
		</method>
		<method name="connect">
			<return type="int" enum="Error" />
			<param index="0" name="signal" type="StringName" />
			<param index="1" name="callable" type="Callable" />
			<param index="2" name="flags" type="int" default="0" />
			<description>
				Connects a [param signal] to a [param callable]. Use [param flags] to set deferred or one-shot connections. See [enum ConnectFlags] constants.
				A signal can only be connected once to a [Callable]. It will print an error if already connected, unless the signal was connected with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method is_connected] to check for existing connections.
				If the callable's target is destroyed in the game's lifecycle, the connection will be lost.
				[b]Examples with recommended syntax:[/b]
				Connecting signals is one of the most common operations in Godot and the API gives many options to do so, which are described further down. The code block below shows the recommended approach for both GDScript and C#.
				[codeblocks]
				[gdscript]
				func _ready():
				    var button = Button.new()
				    # `button_down` here is a Signal object, and we thus call the Signal.connect() method,
				    # not Object.connect(). See discussion below for a more in-depth overview of the API.
				    button.button_down.connect(_on_button_down)

				    # This assumes that a `Player` class exists which defines a `hit` signal.
				    var player = Player.new()
				    # We use Signal.connect() again, and we also use the Callable.bind() method which
				    # returns a new Callable with the parameter binds.
				    player.hit.connect(_on_player_hit.bind("sword", 100))

				func _on_button_down():
				    print("Button down!")

				func _on_player_hit(weapon_type, damage):
				    print("Hit with weapon %s for %d damage." % [weapon_type, damage])
				[/gdscript]
				[csharp]
				public override void _Ready()
				{
				    var button = new Button();
				    // C# supports passing signals as events, so we can use this idiomatic construct:
				    button.ButtonDown += OnButtonDown;

				    // 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 });
				}

				private void OnButtonDown()
				{
				    GD.Print("Button down!");
				}

				private void OnPlayerHit(string weaponType, int damage)
				{
				    GD.Print(String.Format("Hit with weapon {0} for {1} damage.", weaponType, damage));
				}
				[/csharp]
				[/codeblocks]
				[b][code]Object.connect()[/code] or [code]Signal.connect()[/code]?[/b]
				As seen above, the recommended method to connect signals is not [method Object.connect]. The code block below shows the four options for connecting signals, using either this legacy method or the recommended [method Signal.connect], and using either an implicit [Callable] or a manually defined one.
				[codeblocks]
				[gdscript]
				func _ready():
				    var button = Button.new()
				    # Option 1: Object.connect() with an implicit Callable for the defined function.
				    button.connect("button_down", _on_button_down)
				    # Option 2: Object.connect() with a constructed Callable using a target object and method name.
				    button.connect("button_down", Callable(self, "_on_button_down"))
				    # Option 3: Signal.connect() with an implicit Callable for the defined function.
				    button.button_down.connect(_on_button_down)
				    # Option 4: Signal.connect() with a constructed Callable using a target object and method name.
				    button.button_down.connect(Callable(self, "_on_button_down"))

				func _on_button_down():
				    print("Button down!")
				[/gdscript]
				[csharp]
				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:
				    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)));
				}

				private void OnButtonDown()
				{
				    GD.Print("Button down!");
				}
				[/csharp]
				[/codeblocks]
				While all options have the same outcome ([code]button[/code]'s [signal BaseButton.button_down] signal will be connected to [code]_on_button_down[/code]), option 3 offers the best validation: it will print a compile-time error if either the [code]button_down[/code] signal or the [code]_on_button_down[/code] callable are undefined. On the other hand, option 2 only relies on string names and will only be able to validate either names at runtime: it will print a runtime error if [code]"button_down"[/code] doesn't correspond to a signal, or if [code]"_on_button_down"[/code] is not a registered method in the object [code]self[/code]. The main reason for using options 1, 2, or 4 would be if you actually need to use strings (e.g. to connect signals programmatically based on strings read from a configuration file). Otherwise, option 3 is the recommended (and fastest) method.
				[b]Parameter bindings and passing:[/b]
				For legacy or language-specific reasons, there are also several ways to bind parameters to signals. One can pass a [code]binds[/code] [Array] to [method Object.connect] or [method Signal.connect], or use the recommended [method Callable.bind] method to create a new callable from an existing one, with the given parameter binds.
				One can also pass additional parameters when emitting the signal with [method emit_signal]. The examples below show the relationship between those two types of parameters.
				[codeblocks]
				[gdscript]
				func _ready():
				    # This assumes that a `Player` class exists which defines a `hit` signal.
				    var player = Player.new()
				    # Option 1: Using Callable.bind().
				    player.hit.connect(_on_player_hit.bind("sword", 100))
				    # Option 2: Using a `binds` Array in Signal.connect() (same syntax for Object.connect()).
				    player.hit.connect(_on_player_hit, ["sword", 100])

				    # Parameters added when emitting the signal are passed first.
				    player.emit_signal("hit", "Dark lord", 5)

				# Four arguments, since we pass two when emitting (hit_by, level)
				# and two when connecting (weapon_type, damage).
				func _on_player_hit(hit_by, level, weapon_type, damage):
				    print("Hit by %s (level %d) with weapon %s for %d damage." % [hit_by, level, weapon_type, damage])
				[/gdscript]
				[csharp]
				public override void _Ready()
				{
				    // 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() (same syntax for Object.Connect()).
				    player.Hit.Connect(OnPlayerHit, new Godot.Collections.Array{ "sword", 100 });

				    // Parameters added when emitting the signal are passed first.
				    player.EmitSignal("hit", "Dark lord", 5);
				}

				// Four arguments, since we pass two when emitting (hitBy, level)
				// and two when connecting (weaponType, 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));
				}
				[/csharp]
				[/codeblocks]
			</description>
		</method>
		<method name="disconnect">
			<return type="void" />
			<param index="0" name="signal" type="StringName" />
			<param index="1" name="callable" type="Callable" />
			<description>
				Disconnects a [param signal] from a given [param callable].
				If you try to disconnect a connection that does not exist, the method will print an error. Use [method is_connected] to ensure that the connection exists.
			</description>
		</method>
		<method name="emit_signal" qualifiers="vararg">
			<return type="int" enum="Error" />
			<param index="0" name="signal" type="StringName" />
			<description>
				Emits the given [param signal]. The signal must exist, so it should be a built-in signal of this class or one of its parent classes, or a user-defined signal. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
				[codeblocks]
				[gdscript]
				emit_signal("hit", "sword", 100)
				emit_signal("game_over")
				[/gdscript]
				[csharp]
				EmitSignal("hit", "sword", 100);
				EmitSignal("game_over");
				[/csharp]
				[/codeblocks]
			</description>
		</method>
		<method name="free">
			<return type="void" />
			<description>
				Deletes the object from memory. Any pre-existing reference to the freed object will become invalid, e.g. [code]is_instance_valid(object)[/code] will return [code]false[/code].
			</description>
		</method>
		<method name="get" qualifiers="const">
			<return type="Variant" />
			<param index="0" name="property" type="StringName" />
			<description>
				Returns the [Variant] value of the given [param property]. If the [param property] doesn't exist, this will return [code]null[/code].
				[b]Note:[/b] In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).
			</description>
		</method>
		<method name="get_class" qualifiers="const">
			<return type="String" />
			<description>
				Returns the object's class as a [String]. See also [method is_class].
				[b]Note:[/b] [method get_class] does not take [code]class_name[/code] declarations into account. If the object has a [code]class_name[/code] defined, the base class name will be returned instead.
			</description>
		</method>
		<method name="get_incoming_connections" qualifiers="const">
			<return type="Array" />
			<description>
				Returns an [Array] of dictionaries with information about signals that are connected to the object.
				Each [Dictionary] contains three String entries:
				- [code]source[/code] is a reference to the signal emitter.
				- [code]signal_name[/code] is the name of the connected signal.
				- [code]method_name[/code] is the name of the method to which the signal is connected.
			</description>
		</method>
		<method name="get_indexed" qualifiers="const">
			<return type="Variant" />
			<param index="0" name="property" type="NodePath" />
			<description>
				Gets the object's property indexed by the given [NodePath]. The node path should be relative to the current object and can use the colon character ([code]:[/code]) to access nested properties. Examples: [code]"position:x"[/code] or [code]"material:next_pass:blend_mode"[/code].
				[b]Note:[/b] Even though the method takes [NodePath] argument, it doesn't support actual paths to [Node]s in the scene tree, only colon-separated sub-property paths. For the purpose of nodes, use [method Node.get_node_and_resource] instead.
			</description>
		</method>
		<method name="get_instance_id" qualifiers="const">
			<return type="int" />
			<description>
				Returns the object's unique instance ID.
				This ID can be saved in [EncodedObjectAsID], and can be used to retrieve the object instance with [method @GlobalScope.instance_from_id].
			</description>
		</method>
		<method name="get_meta" qualifiers="const">
			<return type="Variant" />
			<param index="0" name="name" type="StringName" />
			<param index="1" name="default" type="Variant" default="null" />
			<description>
				Returns the object's metadata entry for the given [param name].
				Throws error if the entry does not exist, unless [param default] is not [code]null[/code] (in which case the default value will be returned).
			</description>
		</method>
		<method name="get_meta_list" qualifiers="const">
			<return type="PackedStringArray" />
			<description>
				Returns the object's metadata as a [PackedStringArray].
			</description>
		</method>
		<method name="get_method_list" qualifiers="const">
			<return type="Array" />
			<description>
				Returns the object's methods and their signatures as an [Array].
			</description>
		</method>
		<method name="get_property_list" qualifiers="const">
			<return type="Array" />
			<description>
				Returns the object's property list as an [Array] of dictionaries.
				Each property's [Dictionary] contain at least [code]name: String[/code] and [code]type: int[/code] (see [enum Variant.Type]) entries. Optionally, it can also include [code]hint: int[/code] (see [enum PropertyHint]), [code]hint_string: String[/code], and [code]usage: int[/code] (see [enum PropertyUsageFlags]).
			</description>
		</method>
		<method name="get_script" qualifiers="const">
			<return type="Variant" />
			<description>
				Returns the object's [Script] instance, or [code]null[/code] if none is assigned.
			</description>
		</method>
		<method name="get_signal_connection_list" qualifiers="const">
			<return type="Array" />
			<param index="0" name="signal" type="StringName" />
			<description>
				Returns an [Array] of connections for the given [param signal].
			</description>
		</method>
		<method name="get_signal_list" qualifiers="const">
			<return type="Array" />
			<description>
				Returns the list of signals as an [Array] of dictionaries.
			</description>
		</method>
		<method name="has_meta" qualifiers="const">
			<return type="bool" />
			<param index="0" name="name" type="StringName" />
			<description>
				Returns [code]true[/code] if a metadata entry is found with the given [param name].
			</description>
		</method>
		<method name="has_method" qualifiers="const">
			<return type="bool" />
			<param index="0" name="method" type="StringName" />
			<description>
				Returns [code]true[/code] if the object contains the given [param method].
			</description>
		</method>
		<method name="has_signal" qualifiers="const">
			<return type="bool" />
			<param index="0" name="signal" type="StringName" />
			<description>
				Returns [code]true[/code] if the given [param signal] exists.
			</description>
		</method>
		<method name="has_user_signal" qualifiers="const">
			<return type="bool" />
			<param index="0" name="signal" type="StringName" />
			<description>
				Returns [code]true[/code] if the given user-defined [param signal] exists. Only signals added using [method add_user_signal] are taken into account.
			</description>
		</method>
		<method name="is_blocking_signals" qualifiers="const">
			<return type="bool" />
			<description>
				Returns [code]true[/code] if signal emission blocking is enabled.
			</description>
		</method>
		<method name="is_class" qualifiers="const">
			<return type="bool" />
			<param index="0" name="class" type="String" />
			<description>
				Returns [code]true[/code] if the object inherits from the given [param class]. See also [method get_class].
				[b]Note:[/b] [method is_class] does not take [code]class_name[/code] declarations into account. If the object has a [code]class_name[/code] defined, [method is_class] will return [code]false[/code] for that name.
			</description>
		</method>
		<method name="is_connected" qualifiers="const">
			<return type="bool" />
			<param index="0" name="signal" type="StringName" />
			<param index="1" name="callable" type="Callable" />
			<description>
				Returns [code]true[/code] if a connection exists for a given [param signal] and [param callable].
			</description>
		</method>
		<method name="is_queued_for_deletion" qualifiers="const">
			<return type="bool" />
			<description>
				Returns [code]true[/code] if the [method Node.queue_free] method was called for the object.
			</description>
		</method>
		<method name="notification">
			<return type="void" />
			<param index="0" name="what" type="int" />
			<param index="1" name="reversed" type="bool" default="false" />
			<description>
				Send a given notification to the object, which will also trigger a call to the [method _notification] method of all classes that the object inherits from.
				If [param reversed] is [code]true[/code], [method _notification] is called first on the object's own class, and then up to its successive parent classes. If [param reversed] is [code]false[/code], [method _notification] is called first on the highest ancestor ([Object] itself), and then down to its successive inheriting classes.
			</description>
		</method>
		<method name="notify_property_list_changed">
			<return type="void" />
			<description>
				Notify the editor that the property list has changed by emitting the [signal property_list_changed] signal, so that editor plugins can take the new values into account.
			</description>
		</method>
		<method name="remove_meta">
			<return type="void" />
			<param index="0" name="name" type="StringName" />
			<description>
				Removes a given entry from the object's metadata. See also [method set_meta].
			</description>
		</method>
		<method name="set">
			<return type="void" />
			<param index="0" name="property" type="StringName" />
			<param index="1" name="value" type="Variant" />
			<description>
				Assigns a new value to the given property. If the [param property] does not exist or the given value's type doesn't match, nothing will happen.
				[b]Note:[/b] In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).
			</description>
		</method>
		<method name="set_block_signals">
			<return type="void" />
			<param index="0" name="enable" type="bool" />
			<description>
				If set to [code]true[/code], signal emission is blocked.
			</description>
		</method>
		<method name="set_deferred">
			<return type="void" />
			<param index="0" name="property" type="StringName" />
			<param index="1" name="value" type="Variant" />
			<description>
				Assigns a new value to the given property, after the current frame's physics step. This is equivalent to calling [method set] via [method call_deferred], i.e. [code]call_deferred("set", property, value)[/code].
				[b]Note:[/b] In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).
			</description>
		</method>
		<method name="set_indexed">
			<return type="void" />
			<param index="0" name="property" type="NodePath" />
			<param index="1" name="value" type="Variant" />
			<description>
				Assigns a new value to the property identified by the [NodePath]. The node path should be relative to the current object and can use the colon character ([code]:[/code]) to access nested properties. Example:
				[codeblocks]
				[gdscript]
				var node = Node2D.new()
				node.set_indexed("position", Vector2(42, 0))
				node.set_indexed("position:y", -10)
				print(node.position) # (42, -10)
				[/gdscript]
				[csharp]
				var node = new Node2D();
				node.SetIndexed("position", new Vector2(42, 0));
				node.SetIndexed("position:y", -10);
				GD.Print(node.Position); // (42, -10)
				[/csharp]
				[/codeblocks]
			</description>
		</method>
		<method name="set_message_translation">
			<return type="void" />
			<param index="0" name="enable" type="bool" />
			<description>
				Defines whether the object can translate strings (with calls to [method tr]). Enabled by default.
			</description>
		</method>
		<method name="set_meta">
			<return type="void" />
			<param index="0" name="name" type="StringName" />
			<param index="1" name="value" type="Variant" />
			<description>
				Adds, changes or removes a given entry in the object's metadata. Metadata are serialized and can take any [Variant] value.
				To remove a given entry from the object's metadata, use [method remove_meta]. Metadata is also removed if its value is set to [code]null[/code]. This means you can also use [code]set_meta("name", null)[/code] to remove metadata for [code]"name"[/code].
			</description>
		</method>
		<method name="set_script">
			<return type="void" />
			<param index="0" name="script" type="Variant" />
			<description>
				Assigns a script to the object. Each object can have a single script assigned to it, which are used to extend its functionality.
				If the object already had a script, the previous script instance will be freed and its variables and state will be lost. The new script's [method _init] method will be called.
			</description>
		</method>
		<method name="to_string">
			<return type="String" />
			<description>
				Returns a [String] representing the object. If not overridden, defaults to [code]"[ClassName:RID]"[/code].
				Override the method [method _to_string] to customize the [String] representation.
			</description>
		</method>
		<method name="tr" qualifiers="const">
			<return type="String" />
			<param index="0" name="message" type="StringName" />
			<param index="1" name="context" type="StringName" default="&quot;&quot;" />
			<description>
				Translates a message using translation catalogs configured in the Project Settings. An additional context could be used to specify the translation context.
				Only works if message translation is enabled (which it is by default), otherwise it returns the [param message] unchanged. See [method set_message_translation].
				See [url=$DOCS_URL/tutorials/i18n/internationalizing_games.html]Internationalizing games[/url] for examples of the usage of this method.
			</description>
		</method>
		<method name="tr_n" qualifiers="const">
			<return type="String" />
			<param index="0" name="message" type="StringName" />
			<param index="1" name="plural_message" type="StringName" />
			<param index="2" name="n" type="int" />
			<param index="3" name="context" type="StringName" default="&quot;&quot;" />
			<description>
				Translates a message involving plurals using translation catalogs configured in the Project Settings. An additional context could be used to specify the translation context.
				Only works if message translation is enabled (which it is by default), otherwise it returns the [param message] or [param plural_message] unchanged. See [method set_message_translation].
				The number [param n] is the number or quantity of the plural object. It will be used to guide the translation system to fetch the correct plural form for the selected language.
				[b]Note:[/b] Negative and floating-point values usually represent physical entities for which singular and plural don't clearly apply. In such cases, use [method tr].
				See [url=$DOCS_URL/tutorials/i18n/localization_using_gettext.html]Localization using gettext[/url] for examples of the usage of this method.
			</description>
		</method>
	</methods>
	<signals>
		<signal name="property_list_changed">
			<description>
			</description>
		</signal>
		<signal name="script_changed">
			<description>
				Emitted whenever the object's script is changed.
			</description>
		</signal>
	</signals>
	<constants>
		<constant name="NOTIFICATION_POSTINITIALIZE" value="0">
			Called right when the object is initialized. Not available in script.
		</constant>
		<constant name="NOTIFICATION_PREDELETE" value="1">
			Called before the object is about to be deleted.
		</constant>
		<constant name="CONNECT_DEFERRED" value="1" enum="ConnectFlags">
			Connects a signal in deferred mode. This way, signal emissions are stored in a queue, then set on idle time.
		</constant>
		<constant name="CONNECT_PERSIST" value="2" enum="ConnectFlags">
			Persisting connections are saved when the object is serialized to file.
		</constant>
		<constant name="CONNECT_ONESHOT" value="4" enum="ConnectFlags">
			One-shot connections disconnect themselves after emission.
		</constant>
		<constant name="CONNECT_REFERENCE_COUNTED" value="8" enum="ConnectFlags">
			Connect a signal as reference-counted. This means that a given signal can be connected several times to the same target, and will only be fully disconnected once no references are left.
		</constant>
	</constants>
</class>