Merge pull request #37961 from Calinou/doc-csharp-dynamic-object-call

Mention C# gotchas in Object's dynamic call/set/connect methods
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Rémi Verschelde 2020-07-15 12:33:41 +02:00 committed by GitHub
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@ -97,6 +97,7 @@
[codeblock] [codeblock]
call("set", "position", Vector2(42.0, 0.0)) call("set", "position", Vector2(42.0, 0.0))
[/codeblock] [/codeblock]
[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> </description>
</method> </method>
<method name="call_deferred" qualifiers="vararg"> <method name="call_deferred" qualifiers="vararg">
@ -109,6 +110,7 @@
[codeblock] [codeblock]
call_deferred("set", "position", Vector2(42.0, 0.0)) call_deferred("set", "position", Vector2(42.0, 0.0))
[/codeblock] [/codeblock]
[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> </description>
</method> </method>
<method name="callv"> <method name="callv">
@ -203,6 +205,7 @@
</argument> </argument>
<description> <description>
Returns the [Variant] value of the given [code]property[/code]. If the [code]property[/code] doesn't exist, this will return [code]null[/code]. Returns the [Variant] value of the given [code]property[/code]. If the [code]property[/code] 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> </description>
</method> </method>
<method name="get_class" qualifiers="const"> <method name="get_class" qualifiers="const">
@ -402,6 +405,7 @@
</argument> </argument>
<description> <description>
Assigns a new value to the given property. If the [code]property[/code] does not exist, nothing will happen. Assigns a new value to the given property. If the [code]property[/code] does not exist, 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> </description>
</method> </method>
<method name="set_block_signals"> <method name="set_block_signals">
@ -422,6 +426,7 @@
</argument> </argument>
<description> <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]. 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> </description>
</method> </method>
<method name="set_indexed"> <method name="set_indexed">