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Use 4.0 method of connecting to and emitting signals (#6311)
Change docs to use the new method of connecting and emitting signals
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@@ -258,10 +258,10 @@ Click the script icon next to Sprite2D to jump back to the scripting workspace.
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We need to do two operations to connect the nodes via code:
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1. Get a reference to the Timer from the Sprite2D.
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2. Call the Timer's ``connect()`` method.
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2. Call the ``connect()`` method on the Timer's "timeout" signal.
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.. note:: To connect to a signal via code, you need to call the ``connect()``
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method of the node you want to listen to. In this case, we want to
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method of the signal you want to listen to. In this case, we want to
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listen to the Timer's "timeout" signal.
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We want to connect the signal when the scene is instantiated, and we can do that
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@@ -439,7 +439,7 @@ you can connect to them like any other.
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.. image:: img/signals_17_custom_signal.png
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To emit a signal in your scripts, call ``emit_signal()``.
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To emit a signal in your scripts, call ``emit()`` on the signal.
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.. tabs::
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.. code-tab:: gdscript GDScript
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@@ -447,7 +447,7 @@ To emit a signal in your scripts, call ``emit_signal()``.
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func take_damage(amount):
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health -= amount
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if health <= 0:
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emit_signal("health_depleted")
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health_depleted.emit()
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.. code-tab:: csharp C#
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@@ -493,7 +493,7 @@ names between parentheses:
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correct values.
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To emit values along with the signal, add them as extra arguments to the
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``emit_signal()`` function:
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``emit()`` function:
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.. tabs::
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.. code-tab:: gdscript GDScript
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@@ -501,7 +501,7 @@ To emit values along with the signal, add them as extra arguments to the
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func take_damage(amount):
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var old_health = health
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health -= amount
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emit_signal("health_changed", old_health, health)
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health_changed.emit(old_health, health)
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.. code-tab:: csharp C#
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