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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "Object" version= "4.0" >
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<brief_description >
Base class for all non built-in types.
</brief_description>
<description >
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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.
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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.
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Property membership can be tested directly in GDScript using [code]in[/code]:
[codeblock]
var n = Node2D.new()
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print("position" in n) # Prints "True".
print("other_property" in n) # Prints "False".
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[/codeblock]
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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].
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</description>
<tutorials >
</tutorials>
<methods >
<method name= "_get" qualifiers= "virtual" >
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<return type= "Variant" >
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</return>
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<argument index= "0" name= "property" type= "StringName" >
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</argument>
<description >
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Virtual method which can be overridden to customize the return value of [method get].
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Returns the given property. Returns [code]null[/code] if the [code]property[/code] does not exist.
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</description>
</method>
<method name= "_get_property_list" qualifiers= "virtual" >
<return type= "Array" >
</return>
<description >
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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.
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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]).
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</description>
</method>
<method name= "_init" qualifiers= "virtual" >
<return type= "void" >
</return>
<description >
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Called when the object is initialized.
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</description>
</method>
<method name= "_notification" qualifiers= "virtual" >
<return type= "void" >
</return>
<argument index= "0" name= "what" type= "int" >
</argument>
<description >
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Called whenever the object receives a notification, which is identified in [code]what[/code] 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.
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</description>
</method>
<method name= "_set" qualifiers= "virtual" >
<return type= "bool" >
</return>
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<argument index= "0" name= "property" type= "StringName" >
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</argument>
<argument index= "1" name= "value" type= "Variant" >
</argument>
<description >
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Virtual method which can be overridden to customize the return value of [method set].
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Sets a property. Returns [code]true[/code] if the [code]property[/code] exists.
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</description>
</method>
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<method name= "_to_string" qualifiers= "virtual" >
<return type= "String" >
</return>
<description >
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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].
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Returns a [String] representing the object. If not overridden, defaults to [code]"[ClassName:RID]"[/code].
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</description>
</method>
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<method name= "add_user_signal" >
<return type= "void" >
</return>
<argument index= "0" name= "signal" type= "String" >
</argument>
<argument index= "1" name= "arguments" type= "Array" default= "[ ]" >
</argument>
<description >
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Adds a user-defined [code]signal[/code]. 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.
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</description>
</method>
<method name= "call" qualifiers= "vararg" >
<return type= "Variant" >
</return>
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<argument index= "0" name= "method" type= "StringName" >
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</argument>
<description >
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Calls the [code]method[/code] 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:
[codeblock]
call("set", "position", Vector2(42.0, 0.0))
[/codeblock]
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</description>
</method>
<method name= "call_deferred" qualifiers= "vararg" >
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<return type= "void" >
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</return>
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<argument index= "0" name= "method" type= "StringName" >
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</argument>
<description >
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Calls the [code]method[/code] on the object during idle time. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
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[codeblock]
call_deferred("set", "position", Vector2(42.0, 0.0))
[/codeblock]
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</description>
</method>
<method name= "callv" >
<return type= "Variant" >
</return>
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<argument index= "0" name= "method" type= "StringName" >
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</argument>
<argument index= "1" name= "arg_array" type= "Array" >
</argument>
<description >
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Calls the [code]method[/code] 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].
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[codeblock]
callv("set", [ "position", Vector2(42.0, 0.0) ])
[/codeblock]
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</description>
</method>
<method name= "can_translate_messages" qualifiers= "const" >
<return type= "bool" >
</return>
<description >
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Returns [code]true[/code] if the object can translate strings. See [method set_message_translation] and [method tr].
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</description>
</method>
<method name= "connect" >
<return type= "int" enum= "Error" >
</return>
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<argument index= "0" name= "signal" type= "StringName" >
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</argument>
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<argument index= "1" name= "callable" type= "Callable" >
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</argument>
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<argument index= "2" name= "binds" type= "Array" default= "[ ]" >
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</argument>
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<argument index= "3" name= "flags" type= "int" default= "0" >
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</argument>
<description >
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[b]FIXME:[/b] The syntax changed with the addition of [Callable], this should be updated.
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Connects a [code]signal[/code] to a [code]method[/code] on a [code]target[/code] object. Pass optional [code]binds[/code] to the call as an [Array] of parameters. These parameters will be passed to the method after any parameter used in the call to [method emit_signal]. Use [code]flags[/code] to set deferred or one-shot connections. See [enum ConnectFlags] constants.
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A [code]signal[/code] can only be connected once to a [code]method[/code]. It will throw 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.
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If the [code]target[/code] is destroyed in the game's lifecycle, the connection will be lost.
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Examples:
[codeblock]
connect("pressed", self, "_on_Button_pressed") # BaseButton signal
connect("text_entered", self, "_on_LineEdit_text_entered") # LineEdit signal
connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # User-defined signal
[/codeblock]
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An example of the relationship between [code]binds[/code] passed to [method connect] and parameters used when calling [method emit_signal]:
[codeblock]
connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # weapon_type and damage are passed last
emit_signal("hit", "Dark lord", 5) # "Dark lord" and 5 are passed first
func _on_Player_hit(hit_by, level, weapon_type, damage):
print("Hit by %s (lvl %d) with weapon %s for %d damage" % [hit_by, level, weapon_type, damage])
[/codeblock]
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</description>
</method>
<method name= "disconnect" >
<return type= "void" >
</return>
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<argument index= "0" name= "signal" type= "StringName" >
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</argument>
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<argument index= "1" name= "callable" type= "Callable" >
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</argument>
<description >
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[b]FIXME:[/b] The syntax changed with the addition of [Callable], this should be updated.
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Disconnects a [code]signal[/code] from a [code]method[/code] on the given [code]target[/code].
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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.
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</description>
</method>
<method name= "emit_signal" qualifiers= "vararg" >
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<return type= "void" >
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</return>
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<argument index= "0" name= "signal" type= "StringName" >
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</argument>
<description >
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Emits the given [code]signal[/code]. 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:
[codeblock]
emit_signal("hit", weapon_type, damage)
emit_signal("game_over")
[/codeblock]
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</description>
</method>
<method name= "free" >
<return type= "void" >
</return>
<description >
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Deletes the object from memory. Any pre-existing reference to the freed object will now return [code]null[/code].
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</description>
</method>
<method name= "get" qualifiers= "const" >
<return type= "Variant" >
</return>
<argument index= "0" name= "property" type= "String" >
</argument>
<description >
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Returns the [Variant] value of the given [code]property[/code]. If the [code]property[/code] doesn't exist, this will return [code]null[/code].
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</description>
</method>
<method name= "get_class" qualifiers= "const" >
<return type= "String" >
</return>
<description >
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Returns the object's class as a [String].
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</description>
</method>
<method name= "get_incoming_connections" qualifiers= "const" >
<return type= "Array" >
</return>
<description >
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Returns an [Array] of dictionaries with information about signals that are connected to the object.
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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.
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</description>
</method>
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<method name= "get_indexed" qualifiers= "const" >
<return type= "Variant" >
</return>
<argument index= "0" name= "property" type= "NodePath" >
</argument>
<description >
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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].
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</description>
</method>
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<method name= "get_instance_id" qualifiers= "const" >
<return type= "int" >
</return>
<description >
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Returns the object's unique instance ID.
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This ID can be saved in [EncodedObjectAsID], and can be used to retrieve the object instance with [method @GDScript.instance_from_id].
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</description>
</method>
<method name= "get_meta" qualifiers= "const" >
<return type= "Variant" >
</return>
<argument index= "0" name= "name" type= "String" >
</argument>
<description >
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Returns the object's metadata entry for the given [code]name[/code].
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</description>
</method>
<method name= "get_meta_list" qualifiers= "const" >
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<return type= "PackedStringArray" >
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</return>
<description >
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Returns the object's metadata as a [PackedStringArray].
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</description>
</method>
<method name= "get_method_list" qualifiers= "const" >
<return type= "Array" >
</return>
<description >
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Returns the object's methods and their signatures as an [Array].
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</description>
</method>
<method name= "get_property_list" qualifiers= "const" >
<return type= "Array" >
</return>
<description >
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Returns the object's property list as an [Array] of dictionaries.
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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]).
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</description>
</method>
<method name= "get_script" qualifiers= "const" >
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<return type= "Variant" >
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</return>
<description >
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Returns the object's [Script] instance, or [code]null[/code] if none is assigned.
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</description>
</method>
<method name= "get_signal_connection_list" qualifiers= "const" >
<return type= "Array" >
</return>
<argument index= "0" name= "signal" type= "String" >
</argument>
<description >
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Returns an [Array] of connections for the given [code]signal[/code].
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</description>
</method>
<method name= "get_signal_list" qualifiers= "const" >
<return type= "Array" >
</return>
<description >
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Returns the list of signals as an [Array] of dictionaries.
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</description>
</method>
<method name= "has_meta" qualifiers= "const" >
<return type= "bool" >
</return>
<argument index= "0" name= "name" type= "String" >
</argument>
<description >
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Returns [code]true[/code] if a metadata entry is found with the given [code]name[/code].
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</description>
</method>
<method name= "has_method" qualifiers= "const" >
<return type= "bool" >
</return>
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<argument index= "0" name= "method" type= "StringName" >
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</argument>
<description >
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Returns [code]true[/code] if the object contains the given [code]method[/code].
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</description>
</method>
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<method name= "has_signal" qualifiers= "const" >
<return type= "bool" >
</return>
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<argument index= "0" name= "signal" type= "StringName" >
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</argument>
<description >
Returns [code]true[/code] if the given [code]signal[/code] exists.
</description>
</method>
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<method name= "has_user_signal" qualifiers= "const" >
<return type= "bool" >
</return>
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<argument index= "0" name= "signal" type= "StringName" >
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</argument>
<description >
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Returns [code]true[/code] if the given user-defined [code]signal[/code] exists. Only signals added using [method add_user_signal] are taken into account.
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</description>
</method>
<method name= "is_blocking_signals" qualifiers= "const" >
<return type= "bool" >
</return>
<description >
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Returns [code]true[/code] if signal emission blocking is enabled.
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</description>
</method>
<method name= "is_class" qualifiers= "const" >
<return type= "bool" >
</return>
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<argument index= "0" name= "class" type= "String" >
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</argument>
<description >
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Returns [code]true[/code] if the object inherits from the given [code]class[/code].
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</description>
</method>
<method name= "is_connected" qualifiers= "const" >
<return type= "bool" >
</return>
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<argument index= "0" name= "signal" type= "StringName" >
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</argument>
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<argument index= "1" name= "callable" type= "Callable" >
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</argument>
<description >
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[b]FIXME:[/b] The syntax changed with the addition of [Callable], this should be updated.
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Returns [code]true[/code] if a connection exists for a given [code]signal[/code], [code]target[/code], and [code]method[/code].
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</description>
</method>
<method name= "is_queued_for_deletion" qualifiers= "const" >
<return type= "bool" >
</return>
<description >
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Returns [code]true[/code] if the [method Node.queue_free] method was called for the object.
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</description>
</method>
<method name= "notification" >
<return type= "void" >
</return>
<argument index= "0" name= "what" type= "int" >
</argument>
<argument index= "1" name= "reversed" type= "bool" default= "false" >
</argument>
<description >
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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 [code]reversed[/code] is [code]true[/code], [method _notification] is called first on the object's own class, and then up to its successive parent classes. If [code]reversed[/code] is [code]false[/code], [method _notification] is called first on the highest ancestor ([Object] itself), and then down to its successive inheriting classes.
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</description>
</method>
<method name= "property_list_changed_notify" >
<return type= "void" >
</return>
<description >
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Notify the editor that the property list has changed, so that editor plugins can take the new values into account. Does nothing on export builds.
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</description>
</method>
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<method name= "remove_meta" >
<return type= "void" >
</return>
<argument index= "0" name= "name" type= "String" >
</argument>
<description >
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Removes a given entry from the object's metadata.
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</description>
</method>
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<method name= "set" >
<return type= "void" >
</return>
<argument index= "0" name= "property" type= "String" >
</argument>
<argument index= "1" name= "value" type= "Variant" >
</argument>
<description >
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Assigns a new value to the given property. If the [code]property[/code] does not exist, nothing will happen.
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</description>
</method>
<method name= "set_block_signals" >
<return type= "void" >
</return>
<argument index= "0" name= "enable" type= "bool" >
</argument>
<description >
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If set to [code]true[/code], signal emission is blocked.
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</description>
</method>
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<method name= "set_deferred" >
<return type= "void" >
</return>
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<argument index= "0" name= "property" type= "StringName" >
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</argument>
<argument index= "1" name= "value" type= "Variant" >
</argument>
<description >
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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].
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</description>
</method>
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<method name= "set_indexed" >
<return type= "void" >
</return>
<argument index= "0" name= "property" type= "NodePath" >
</argument>
<argument index= "1" name= "value" type= "Variant" >
</argument>
<description >
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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:
[codeblock]
set_indexed("position", Vector2(42, 0))
set_indexed("position:y", -10)
print(position) # (42, -10)
[/codeblock]
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</description>
</method>
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<method name= "set_message_translation" >
<return type= "void" >
</return>
<argument index= "0" name= "enable" type= "bool" >
</argument>
<description >
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Defines whether the object can translate strings (with calls to [method tr]). Enabled by default.
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</description>
</method>
<method name= "set_meta" >
<return type= "void" >
</return>
<argument index= "0" name= "name" type= "String" >
</argument>
<argument index= "1" name= "value" type= "Variant" >
</argument>
<description >
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Adds or changes a given entry in the object's metadata. Metadata are serialized, and can take any [Variant] value.
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</description>
</method>
<method name= "set_script" >
<return type= "void" >
</return>
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<argument index= "0" name= "script" type= "Variant" >
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</argument>
<description >
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Assigns a script to the object. Each object can have a single script assigned to it, which are used to extend its functionality.
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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.
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</description>
</method>
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<method name= "to_string" >
<return type= "String" >
</return>
<description >
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Returns a [String] representing the object. If not overridden, defaults to [code]"[ClassName:RID]"[/code].
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Override the method [method _to_string] to customize the [String] representation.
</description>
</method>
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<method name= "tr" qualifiers= "const" >
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<return type= "StringName" >
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</return>
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<argument index= "0" name= "message" type= "StringName" >
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</argument>
<description >
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Translates a message using translation catalogs configured in the Project Settings.
Only works if message translation is enabled (which it is by default), otherwise it returns the [code]message[/code] unchanged. See [method set_message_translation].
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</description>
</method>
</methods>
<signals >
<signal name= "script_changed" >
<description >
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Emitted whenever the object's script is changed.
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</description>
</signal>
</signals>
<constants >
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<constant name= "NOTIFICATION_POSTINITIALIZE" value= "0" >
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Called right when the object is initialized. Not available in script.
</constant>
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<constant name= "NOTIFICATION_PREDELETE" value= "1" >
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Called before the object is about to be deleted.
</constant>
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<constant name= "CONNECT_DEFERRED" value= "1" enum= "ConnectFlags" >
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Connects a signal in deferred mode. This way, signal emissions are stored in a queue, then set on idle time.
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</constant>
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<constant name= "CONNECT_PERSIST" value= "2" enum= "ConnectFlags" >
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Persisting connections are saved when the object is serialized to file.
</constant>
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<constant name= "CONNECT_ONESHOT" value= "4" enum= "ConnectFlags" >
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One-shot connections disconnect themselves after emission.
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</constant>
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<constant name= "CONNECT_REFERENCE_COUNTED" value= "8" enum= "ConnectFlags" >
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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.
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</constant>
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</constants>
</class>