Fix documentation for yield
#33872 PR was misleading as i though inheritance from GDScriptFunctionState was optional.
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@ -1367,23 +1367,26 @@
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You can also use [code]yield[/code] to wait for a function to finish:
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You can also use [code]yield[/code] to wait for a function to finish:
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[codeblock]
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[codeblock]
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func _ready():
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func _ready():
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yield(do_something(), "completed")
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yield(countdown(), "completed") # waiting for the countdown() function to complete
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yield(do_something_else(), "completed")
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print('Ready')
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print("All functions are done!")
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func do_something():
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func countdown():
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print("Something is done!")
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yield(get_tree(), "idle_frame") # returns a GDScriptFunctionState object to _ready()
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print(3)
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func do_something_else():
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yield(get_tree().create_timer(1.0), "timeout")
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print("Something else is done!")
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print(2)
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yield(get_tree().create_timer(1.0), "timeout")
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print(1)
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yield(get_tree().create_timer(1.0), "timeout")
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# prints:
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# prints:
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# Something is done!
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# 3
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# Something else is done!
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# 2
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# All functions are done!
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# 1
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# Ready
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[/codeblock]
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[/codeblock]
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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.
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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.
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If you are planning on calling the same function within a loop, you should consider using [code]yield(get_tree(), "idle_frame")[/code] also.
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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.
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</description>
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</description>
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</method>
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</method>
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</methods>
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</methods>
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