From e41ab634c6885d9836182148d26b48bf5add8746 Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Fri, 17 Apr 2020 15:46:23 +0200 Subject: [PATCH] Mention C# gotchas in Object's dynamic call/set/connect methods This closes #34015. (cherry picked from commit 878f03d8e3452b0d18bc1b693af6029fdbacb92b) --- doc/classes/Object.xml | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml index a6f11fea55d..59d4f47ba57 100644 --- a/doc/classes/Object.xml +++ b/doc/classes/Object.xml @@ -97,6 +97,7 @@ [codeblock] call("set", "position", Vector2(42.0, 0.0)) [/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). @@ -109,6 +110,7 @@ [codeblock] call_deferred("set", "position", Vector2(42.0, 0.0)) [/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). @@ -205,6 +207,7 @@ 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). @@ -405,6 +408,7 @@ 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). @@ -425,6 +429,7 @@ 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).