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Clarify restrictions on nested array types in Static typing in GDScript
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@@ -198,14 +198,17 @@ To define the type of an ``Array``, enclose the type name in ``[]``.
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An array's type applies to ``for`` loop variables, as well as some operators like
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``[]``, ``[]=``, and ``+``. Array methods (such as ``push_back``) and other operators
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(such as ``==``) are still untyped. Built-in types, native and custom classes,
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and enums may be used as element types. Nested array types are not supported.
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and enums may be used as element types. Nested array types
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(like ``Array[Array[int]]``) are not supported.
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::
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var scores: Array[int] = [10, 20, 30]
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var vehicles: Array[Node] = [$Car, $Plane]
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var items: Array[Item] = [Item.new()]
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# var arrays: Array[Array] -- disallowed
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var array_of_arrays: Array[Array] = [[], []]
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# var arrays: Array[Array[int]] -- disallowed
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for score in scores:
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# score has type `int`
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@@ -407,10 +410,10 @@ that has a script attached with ``class_name MyScript`` and that ``extends
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Node2D``. If we have a reference to the object as a ``Node2D`` (for instance,
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as it was passed to us by the physics system), we can first check if the
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property and method exist and then set and call them if they do::
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if "some_property" in node_2d:
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node_2d.some_property = 20 # Produces UNSAFE_PROPERTY_ACCESS warning.
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if node_2d.has_method("some_function"):
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node_2d.some_function() # Produces UNSAFE_METHOD_ACCESS warning.
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@@ -420,7 +423,7 @@ in the referenced type - in this case a ``Node2D``. To make these operations
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safe, you can first check if the object is of type ``MyScript`` using the
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``is`` keyword and then declare a variable with the type ``MyScript`` on
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which you can set its properties and call its methods::
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if node_2d is MyScript:
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var my_script: MyScript = node_2d
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my_script.some_property = 20
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@@ -443,7 +446,7 @@ collision area to show the area's name. Once the object enters the collision
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area, the physics system sends a signal with a ``Node2D`` object, and the most
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straightforward (but not statically typed) solution to do what we want could
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be achieved like this::
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func _on_body_entered(body: Node2D) -> void:
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body.label.text = name # Produces UNSAFE_PROPERTY_ACCESS warning.
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