godot/doc/classes/FuncRef.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="FuncRef" inherits="Reference" version="3.5" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Reference to a function in an object.
</brief_description>
<description>
In GDScript, functions are not [i]first-class objects[/i]. This means it is impossible to store them directly as variables, return them from another function, or pass them as arguments.
However, by creating a [FuncRef] using the [method @GDScript.funcref] function, a reference to a function in a given object can be created, passed around and called.
</description>
<tutorials>
</tutorials>
<methods>
<method name="call_func" qualifiers="vararg">
<return type="Variant" />
<description>
Calls the referenced function previously set in [member function] or [method @GDScript.funcref].
</description>
</method>
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<method name="call_funcv">
<return type="Variant" />
<argument index="0" name="arg_array" type="Array" />
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<description>
Calls the referenced function previously set in [member function] or [method @GDScript.funcref]. Contrarily to [method call_func], this method does not support a variable number of arguments but expects all parameters to be passed via a single [Array].
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</description>
</method>
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<method name="is_valid" qualifiers="const">
<return type="bool" />
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<description>
Returns whether the object still exists and has the function assigned.
</description>
</method>
<method name="set_instance">
<return type="void" />
<argument index="0" name="instance" type="Object" />
<description>
The object containing the referenced function. This object must be of a type actually inheriting from [Object], not a built-in type such as [int], [Vector2] or [Dictionary].
</description>
</method>
</methods>
<members>
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<member name="function" type="String" setter="set_function" getter="get_function" default="&quot;&quot;">
The name of the referenced function.
</member>
</members>
<constants>
</constants>
</class>