Update C# Connect method: binds is a Godot array (#4777)

(cherry picked from commit 6e96d8d262)
This commit is contained in:
31
2021-03-23 13:20:43 -05:00
committed by Rémi Verschelde
parent 16e3caeab9
commit 9234e3b77c

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@@ -128,7 +128,7 @@ Emitting signals is done with the ``EmitSignal`` method.
Notice that you can always reference a signal name with the ``nameof`` keyword (applied on the delegate itself).
It is possible to bind values when establishing a connection by passing an object array.
It is possible to bind values when establishing a connection by passing a Godot array.
.. code-block:: csharp
@@ -144,8 +144,8 @@ It is possible to bind values when establishing a connection by passing an objec
var plusButton = (Button)GetNode("PlusButton");
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 Godot.Collections.Array { 1 });
minusButton.Connect("pressed", this, "ModifyValue", new Godot.Collections.Array { -1 });
}
Signals support parameters and bound values of all the `built-in types <https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/keywords/built-in-types-table>`_ and Classes derived from :ref:`Godot.Object <class_Object>`.