Fix C# documentation for Godot.Object
- Add and fix a few C# examples - Add tips about avoiding allocating StringNames
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e27f127a74
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@ -34,7 +34,8 @@
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<description>
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Override this method to customize the behavior of [method get]. Should return the given [param property]'s value, or [code]null[/code] if the [param property] should be handled normally.
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Combined with [method _set] and [method _get_property_list], this method allows defining custom properties, which is particularly useful for editor plugins. Note that a property must be present in [method get_property_list], otherwise this method will not be called.
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[codeblock]
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[codeblocks]
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[gdscript]
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func _get(property):
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if (property == "fake_property"):
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print("Getting my property!")
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@ -44,7 +45,31 @@
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return [
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{ "name": "fake_property", "type": TYPE_INT }
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]
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[/codeblock]
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[/gdscript]
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[csharp]
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public override Variant _Get(StringName property)
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{
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if (property == "FakeProperty")
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{
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GD.Print("Getting my property!");
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return 4;
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}
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return default;
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}
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public override Godot.Collections.Array<Godot.Collections.Dictionary> _GetPropertyList()
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{
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return new Godot.Collections.Array<Godot.Collections.Dictionary>()
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{
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new Godot.Collections.Dictionary()
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{
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{ "name", "FakeProperty" },
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{ "type", (int)Variant.Type.Int }
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}
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};
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}
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[/csharp]
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[/codeblocks]
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</description>
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</method>
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<method name="_get_property_list" qualifiers="virtual">
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@ -53,7 +78,8 @@
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Override this method to customize how script properties should be handled by the engine.
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Should return a property list, as an [Array] of dictionaries. The result is added to the array of [method get_property_list], and should be formatted in the same way. Each [Dictionary] must at least contain the [code]name[/code] and [code]type[/code] entries.
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The example below displays [code]hammer_type[/code] in the Inspector dock, only if [code]holding_hammer[/code] is [code]true[/code]:
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[codeblock]
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[codeblocks]
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[gdscript]
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@tool
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extends Node2D
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@ -80,7 +106,51 @@
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})
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return properties
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[/codeblock]
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[/gdscript]
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[csharp]
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[Tool]
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public class MyNode2D : Node2D
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{
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private bool _holdingHammer;
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[Export]
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public bool HoldingHammer
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{
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get => _holdingHammer;
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set
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{
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_holdingHammer = value;
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NotifyPropertyListChanged();
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}
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}
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public int HammerType { get; set; }
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public override Godot.Collections.Array<Godot.Collections.Dictionary> _GetPropertyList()
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{
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// By default, `HammerType` is not visible in the editor.
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var propertyUsage = PropertyUsageFlags.NoEditor;
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if (HoldingHammer)
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{
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propertyUsage = PropertyUsageFlags.Default;
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}
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var properties = new Godot.Collections.Array<Godot.Collections.Dictionary>();
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properties.Add(new Godot.Collections.Dictionary()
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{
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{ "name", "HammerType" },
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{ "type", (int)Variant.Type.Int },
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{ "usage", (int)propertyUsage }, // See above assignment.
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{ "hint", (int)PropertyHint.Enum },
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{ "hint_string", "Wooden,Iron,Golden,Enchanted" }
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});
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return properties;
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}
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}
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[/csharp]
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[/codeblocks]
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[b]Note:[/b] This method is intended for advanced purposes. For most common use cases, the scripting languages offer easier ways to handle properties. See [annotation @GDScript.@export], [annotation @GDScript.@export_enum], [annotation @GDScript.@export_group], etc.
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[b]Note:[/b] If the object's script is not [annotation @GDScript.@tool], this method will not be called in the editor.
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</description>
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@ -97,11 +167,22 @@
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<param index="0" name="what" type="int" />
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<description>
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Called when the object receives a notification, which can be identified in [param what] by comparing it with a constant. See also [method notification].
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[codeblock]
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[codeblocks]
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[gdscript]
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func _notification(what):
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if what == NOTIFICATION_PREDELETE:
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print("Goodbye!")
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[/codeblock]
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[/gdscript]
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[csharp]
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public override void _Notification(long what)
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{
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if (what == NotificationPredelete)
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{
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GD.Print("Goodbye!");
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}
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}
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[/csharp]
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[/codeblocks]
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[b]Note:[/b] The base [Object] defines a few notifications ([constant NOTIFICATION_POSTINITIALIZE] and [constant NOTIFICATION_PREDELETE]). Inheriting classes such as [Node] define a lot more notifications, which are also received by this method.
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</description>
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</method>
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@ -128,7 +209,8 @@
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<description>
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Override this method to customize the behavior of [method set]. Should set the [param property] to [param value] and return [code]true[/code], or [code]false[/code] if the [param property] should be handled normally. The [i]exact[/i] way to set the [param property] is up to this method's implementation.
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Combined with [method _get] and [method _get_property_list], this method allows defining custom properties, which is particularly useful for editor plugins. Note that a property [i]must[/i] be present in [method get_property_list], otherwise this method will not be called.
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[codeblock]
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[codeblocks]
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[gdscript]
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func _set(property, value):
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if (property == "fake_property"):
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print("Setting my property to ", value)
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@ -137,7 +219,32 @@
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return [
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{ "name": "fake_property", "type": TYPE_INT }
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]
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[/codeblock]
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[/gdscript]
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[csharp]
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public override void _Set(StringName property, Variant value)
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{
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if (property == "FakeProperty")
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{
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GD.Print($"Setting my property to {value}");
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return true;
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}
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return false;
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}
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public override Godot.Collections.Array<Godot.Collections.Dictionary> _GetPropertyList()
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{
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return new Godot.Collections.Array<Godot.Collections.Dictionary>()
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{
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new Godot.Collections.Dictionary()
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{
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{ "name", "FakeProperty" },
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{ "type", (int)Variant.Type.Int }
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}
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};
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}
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[/csharp]
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[/codeblocks]
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</description>
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</method>
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<method name="_to_string" qualifiers="virtual">
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@ -160,12 +267,29 @@
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<param index="1" name="arguments" type="Array" default="[]" />
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<description>
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Adds a user-defined [param signal]. Optional arguments for the signal can be added as an [Array] of dictionaries, each defining a [code]name[/code] [String] and a [code]type[/code] [int] (see [enum Variant.Type]). See also [method has_user_signal].
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[codeblock]
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[codeblocks]
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[gdscript]
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add_user_signal("hurt", [
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{ "name": "damage", "type": TYPE_INT },
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{ "name": "source", "type": TYPE_OBJECT }
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])
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[/codeblock]
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[/gdscript]
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[csharp]
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AddUserSignal("Hurt", new Godot.Collections.Array()
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{
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new Godot.Collections.Dictionary()
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{
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{ "name", "damage" },
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{ "type", (int)Variant.Type.Int }
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},
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new Godot.Collections.Dictionary()
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{
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{ "name", "source" },
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{ "type", (int)Variant.Type.Object }
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}
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});
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[/csharp]
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[/codeblocks]
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</description>
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</method>
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<method name="call" qualifiers="vararg">
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@ -183,7 +307,7 @@
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node.Call("rotate", new Vector3(1f, 0f, 0f), 1.571f);
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[/csharp]
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[/codeblocks]
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[b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods.
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[b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call.
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</description>
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</method>
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<method name="call_deferred" qualifiers="vararg">
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@ -201,7 +325,7 @@
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node.CallDeferred("rotate", new Vector3(1f, 0f, 0f), 1.571f);
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[/csharp]
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[/codeblocks]
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[b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods.
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[b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call.
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</description>
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</method>
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<method name="callv">
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@ -220,7 +344,7 @@
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node.Callv("rotate", new Godot.Collections.Array { new Vector3(1f, 0f, 0f), 1.571f });
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[/csharp]
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[/codeblocks]
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[b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods.
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[b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call
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</description>
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</method>
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<method name="can_translate_messages" qualifiers="const">
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@ -387,10 +511,11 @@
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emit_signal("game_over")
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[/gdscript]
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[csharp]
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EmitSignal("hit", "sword", 100);
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EmitSignal("game_over");
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EmitSignal("Hit", "sword", 100);
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EmitSignal("GameOver");
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[/csharp]
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[/codeblocks]
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[b]Note:[/b] In C#, [param signal] must be in snake_case when referring to built-in Godot signals. Prefer using the names exposed in the [code]SignalName[/code] class to avoid allocating a new [StringName] on each call.
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</description>
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</method>
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<method name="free">
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@ -416,7 +541,7 @@
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var a = node.Get("rotation"); // a is 1.5
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[/csharp]
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[/codeblocks]
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[b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Godot properties.
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[b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call.
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</description>
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</method>
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<method name="get_class" qualifiers="const">
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@ -451,8 +576,8 @@
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[csharp]
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var node = new Node2D();
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node.Position = new Vector2(5, -10);
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var a = node.GetIndexed("position"); # a is Vector2(5, -10)
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var b = node.GetIndexed("position:y"); # b is -10
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var a = node.GetIndexed("position"); // a is Vector2(5, -10)
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var b = node.GetIndexed("position:y"); // b is -10
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[/csharp]
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[/codeblocks]
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[b]Note:[/b] In C#, [param property_path] must be in snake_case when referring to built-in Godot properties.
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@ -541,6 +666,7 @@
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<param index="0" name="method" type="StringName" />
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<description>
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Returns [code]true[/code] if the the given [param method] name exists in the object.
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[b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call.
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</description>
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</method>
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<method name="has_signal" qualifiers="const">
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@ -548,6 +674,7 @@
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<param index="0" name="signal" type="StringName" />
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<description>
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Returns [code]true[/code] if the given [param signal] name exists in the object.
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[b]Note:[/b] In C#, [param signal] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]SignalName[/code] class to avoid allocating a new [StringName] on each call.
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</description>
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</method>
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<method name="has_user_signal" qualifiers="const">
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@ -577,9 +704,9 @@
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[/gdscript]
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[csharp]
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var sprite2d = new Sprite2D();
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sprite2d.IsClass("Sprite2D") // Returns true
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sprite2d.IsClass("Node") // Returns true
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sprite2d.IsClass("Node3D") // Returns false
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sprite2d.IsClass("Sprite2D"); // Returns true
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sprite2d.IsClass("Node"); // Returns true
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sprite2d.IsClass("Node3D"); // Returns false
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[/csharp]
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[/codeblocks]
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[b]Note:[/b] This method ignores [code]class_name[/code] declarations in the object's script.
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@ -591,6 +718,7 @@
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<param index="1" name="callable" type="Callable" />
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<description>
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Returns [code]true[/code] if a connection exists between the given [param signal] name and [param callable].
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[b]Note:[/b] In C#, [param signal] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]SignalName[/code] class to avoid allocating a new [StringName] on each call.
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</description>
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</method>
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<method name="is_queued_for_deletion" qualifiers="const">
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@ -606,7 +734,8 @@
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<description>
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Sends the given [param what] notification to all classes inherited by the object, triggering calls to [method _notification], starting from the highest ancestor (the [Object] class) and going down to the object's script.
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If [param reversed] is [code]true[/code], the call order is reversed.
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[codeblock]
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[codeblocks]
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[gdscript]
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var player = Node2D.new()
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player.set_script(load("res://player.gd"))
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player.notification(NOTIFICATION_ENTER_TREE, true)
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# The call order is player.gd -> Node2D -> Node -> Object.
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[/codeblock]
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[/gdscript]
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[csharp]
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var player = new Node2D();
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player.SetScript(GD.Load("res://player.gd"));
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player.Notification(NotificationEnterTree);
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// The call order is Object -> Node -> Node2D -> player.gd.
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player.notification(NotificationEnterTree, true);
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// The call order is player.gd -> Node2D -> Node -> Object.
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[/csharp]
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[/codeblocks]
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</description>
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</method>
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<method name="notify_property_list_changed">
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[csharp]
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var node = new Node2D();
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node.Set("global_scale", new Vector2(8, 2.5));
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GD.Print(node.GlobalScale); # Prints Vector2(8, 2.5)
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GD.Print(node.GlobalScale); // Prints Vector2(8, 2.5)
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[/csharp]
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[/codeblocks]
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[b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Godot properties.
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[b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call.
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</description>
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</method>
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<method name="set_block_signals">
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var node = new Node2D();
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node.Rotation = 45f;
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node.SetDeferred("rotation", 90f);
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GD.Print(node.Rotation); # Prints 45f;
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GD.Print(node.Rotation); // Prints 45.0
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await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);
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GD.Print(node.Rotation); // Prints 90.0
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[/csharp]
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[/codeblocks]
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[b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Godot properties.
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[b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call.
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</description>
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</method>
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<method name="set_indexed">
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