Fix Object class C# syntax error
Signed-off-by: Saif Kandil <74428638+k0T0z@users.noreply.github.com>
(cherry picked from commit 74efbde7df
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</brief_description>
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</brief_description>
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<description>
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<description>
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An advanced [Variant] type. All classes in the engine inherit from Object. Each class may define new properties, methods or signals, which are available to all inheriting classes. For example, a [Sprite2D] instance is able to call [method Node.add_child] because it inherits from [Node].
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An advanced [Variant] type. All classes in the engine inherit from Object. Each class may define new properties, methods or signals, which are available to all inheriting classes. For example, a [Sprite2D] instance is able to call [method Node.add_child] because it inherits from [Node].
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You can create new instances, using [code]Object.new()[/code] in GDScript, or [code]new Object[/code] in C#.
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You can create new instances, using [code]Object.new()[/code] in GDScript, or [code]new GodotObject[/code] in C#.
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To delete an Object instance, call [method free]. This is necessary for most classes inheriting Object, because they do not manage memory on their own, and will otherwise cause memory leaks when no longer in use. There are a few classes that perform memory management. For example, [RefCounted] (and by extension [Resource]) deletes itself when no longer referenced, and [Node] deletes its children when freed.
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To delete an Object instance, call [method free]. This is necessary for most classes inheriting Object, because they do not manage memory on their own, and will otherwise cause memory leaks when no longer in use. There are a few classes that perform memory management. For example, [RefCounted] (and by extension [Resource]) deletes itself when no longer referenced, and [Node] deletes its children when freed.
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Objects can have a [Script] attached to them. Once the [Script] is instantiated, it effectively acts as an extension to the base class, allowing it to define and inherit new properties, methods and signals.
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Objects can have a [Script] attached to them. Once the [Script] is instantiated, it effectively acts as an extension to the base class, allowing it to define and inherit new properties, methods and signals.
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Inside a [Script], [method _get_property_list] may be overridden to customize properties in several ways. This allows them to be available to the editor, display as lists of options, sub-divide into groups, save on disk, etc. Scripting languages offer easier ways to customize properties, such as with the [annotation @GDScript.@export] annotation.
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Inside a [Script], [method _get_property_list] may be overridden to customize properties in several ways. This allows them to be available to the editor, display as lists of options, sub-divide into groups, save on disk, etc. Scripting languages offer easier ways to customize properties, such as with the [annotation @GDScript.@export] annotation.
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@ -159,7 +159,7 @@
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<method name="_init" qualifiers="virtual">
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<method name="_init" qualifiers="virtual">
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<return type="void" />
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<return type="void" />
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<description>
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<description>
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Called when the object's script is instantiated, oftentimes after the object is initialized in memory (through [code]Object.new()[/code] in GDScript, or [code]new Object[/code] in C#). It can be also defined to take in parameters. This method is similar to a constructor in most programming languages.
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Called when the object's script is instantiated, oftentimes after the object is initialized in memory (through [code]Object.new()[/code] in GDScript, or [code]new GodotObject[/code] in C#). It can be also defined to take in parameters. This method is similar to a constructor in most programming languages.
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[b]Note:[/b] If [method _init] is defined with [i]required[/i] parameters, the Object with script may only be created directly. If any other means (such as [method PackedScene.instantiate] or [method Node.duplicate]) are used, the script's initialization will fail.
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[b]Note:[/b] If [method _init] is defined with [i]required[/i] parameters, the Object with script may only be created directly. If any other means (such as [method PackedScene.instantiate] or [method Node.duplicate]) are used, the script's initialization will fail.
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</description>
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</description>
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</method>
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</method>
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