Fix documentation for yield

#33872 PR was misleading as i though inheritance from GDScriptFunctionState was optional.
This commit is contained in:
Zak 2019-12-11 19:54:15 +02:00
parent cd9d513285
commit 0fd7186971

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@ -1367,23 +1367,26 @@
You can also use [code]yield[/code] to wait for a function to finish:
[codeblock]
func _ready():
yield(do_something(), "completed")
yield(do_something_else(), "completed")
print("All functions are done!")
yield(countdown(), "completed") # waiting for the countdown() function to complete
print('Ready')
func do_something():
print("Something is done!")
func do_something_else():
print("Something else is done!")
func countdown():
yield(get_tree(), "idle_frame") # returns a GDScriptFunctionState object to _ready()
print(3)
yield(get_tree().create_timer(1.0), "timeout")
print(2)
yield(get_tree().create_timer(1.0), "timeout")
print(1)
yield(get_tree().create_timer(1.0), "timeout")
# prints:
# Something is done!
# Something else is done!
# All functions are done!
# 3
# 2
# 1
# Ready
[/codeblock]
When yielding on a function, the [code]completed[/code] signal will be emitted automatically when the function returns. It can, therefore, be used as the [code]signal[/code] parameter of the [code]yield[/code] method to resume.
If you are planning on calling the same function within a loop, you should consider using [code]yield(get_tree(), "idle_frame")[/code] also.
In order to yield on a function, the resulting function should also return a [code]GDScriptFunctionState[/code]. Notice [code]yield(get_tree(), "idle_frame")[/code] from the above example.
</description>
</method>
</methods>