Mention C# gotchas in Object's dynamic call/set/connect methods

This closes #34015.

(cherry picked from commit 878f03d8e3)
This commit is contained in:
Hugo Locurcio 2020-04-17 15:46:23 +02:00 committed by Rémi Verschelde
parent f031e72395
commit e41ab634c6
1 changed files with 5 additions and 0 deletions

View File

@ -97,6 +97,7 @@
[codeblock] [codeblock]
call("set", "position", Vector2(42.0, 0.0)) call("set", "position", Vector2(42.0, 0.0))
[/codeblock] [/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).
</description> </description>
</method> </method>
<method name="call_deferred" qualifiers="vararg"> <method name="call_deferred" qualifiers="vararg">
@ -109,6 +110,7 @@
[codeblock] [codeblock]
call_deferred("set", "position", Vector2(42.0, 0.0)) call_deferred("set", "position", Vector2(42.0, 0.0))
[/codeblock] [/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).
</description> </description>
</method> </method>
<method name="callv"> <method name="callv">
@ -205,6 +207,7 @@
</argument> </argument>
<description> <description>
Returns the [Variant] value of the given [code]property[/code]. If the [code]property[/code] doesn't exist, this will return [code]null[/code]. 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).
</description> </description>
</method> </method>
<method name="get_class" qualifiers="const"> <method name="get_class" qualifiers="const">
@ -405,6 +408,7 @@
</argument> </argument>
<description> <description>
Assigns a new value to the given property. If the [code]property[/code] does not exist, nothing will happen. 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).
</description> </description>
</method> </method>
<method name="set_block_signals"> <method name="set_block_signals">
@ -425,6 +429,7 @@
</argument> </argument>
<description> <description>
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]. 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).
</description> </description>
</method> </method>
<method name="set_indexed"> <method name="set_indexed">