From 8510f13140ade30cff8a0f5c7e259e46ec2863dc Mon Sep 17 00:00:00 2001 From: Max Hilbrunner Date: Sat, 21 Apr 2018 17:30:00 +0200 Subject: [PATCH] Merge pull request #1381 from KellyThomas/signals-typos fix typos in discussion of c sharp signals --- getting_started/scripting/c_sharp/c_sharp_features.rst | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/getting_started/scripting/c_sharp/c_sharp_features.rst b/getting_started/scripting/c_sharp/c_sharp_features.rst index 6adb75ce8..05a691164 100644 --- a/getting_started/scripting/c_sharp/c_sharp_features.rst +++ b/getting_started/scripting/c_sharp/c_sharp_features.rst @@ -40,7 +40,7 @@ and for this reason it cannot be used with value types. Sprite mySprite = GetNode("MySprite") as Sprite; // Only call SetFrame() is mySprite is not null - mySprite?.SetFrame(0);; + mySprite?.SetFrame(0); **Type checking using the IS operator** @@ -120,10 +120,10 @@ It is possible to bind values when establishing a connection by passing an objec public void SomeFunction() { var plusButton = (Button)GetNode("PlusButton"); - var minusButton = (Button)GetNode("MunusButton"); + var minusButton = (Button)GetNode("MinusButton"); - plusButton.Connect("pressed", this, "ModifyValue", new object[] { 1 }) - minusButton.Connect("pressed", this, "ModifyValue", new object[] { -1 }) + plusButton.Connect("pressed", this, "ModifyValue", new object[] { 1 }); + minusButton.Connect("pressed", this, "ModifyValue", new object[] { -1 }); } Signals support parameters and bound values of all the `built-in types `_ and Classes derived from :ref:`Godot.Object `.