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classref: Sync with current master branch (42c7f14)
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@@ -29,16 +29,16 @@ Creating a dictionary:
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.. code-tab:: gdscript
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var my_dict = {} # Creates an empty dictionary.
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var dict_variable_key = "Another key name"
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var dict_variable_value = "value2"
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var another_dict = {
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"Some key name": "value1",
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dict_variable_key: dict_variable_value,
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}
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var points_dict = {"White": 50, "Yellow": 75, "Orange": 100}
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# Alternative Lua-style syntax.
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# Doesn't require quotes around keys, but only string constants can be used as key names.
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# Additionally, key names must start with a letter or an underscore.
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@@ -82,7 +82,7 @@ You can access a dictionary's value by referencing its corresponding key. In the
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{"Yellow", 75},
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{"Orange", 100}
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};
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public override void _Ready()
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{
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int points = (int)_pointsDict[MyColor];
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@@ -555,7 +555,7 @@ Returns ``true`` if the dictionary contains an entry with the given ``key``.
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"Godot" : 4,
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210 : null,
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}
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print(my_dict.has("Godot")) # Prints true
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print(my_dict.has(210)) # Prints true
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print(my_dict.has(4)) # Prints false
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@@ -567,7 +567,7 @@ Returns ``true`` if the dictionary contains an entry with the given ``key``.
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{ "Godot", 4 },
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{ 210, default },
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};
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GD.Print(myDict.ContainsKey("Godot")); // Prints True
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GD.Print(myDict.ContainsKey(210)); // Prints True
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GD.Print(myDict.ContainsKey(4)); // Prints False
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@@ -619,14 +619,14 @@ Returns a hashed 32-bit integer value representing the dictionary contents.
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var dict1 = {"A": 10, "B": 2}
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var dict2 = {"A": 10, "B": 2}
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print(dict1.hash() == dict2.hash()) # Prints true
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.. code-tab:: csharp
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var dict1 = new Godot.Collections.Dictionary{{"A", 10}, {"B", 2}};
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var dict2 = new Godot.Collections.Dictionary{{"A", 10}, {"B", 2}};
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// Godot.Collections.Dictionary has no Hash() method. Use GD.Hash() instead.
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GD.Print(GD.Hash(dict1) == GD.Hash(dict2)); // Prints True
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@@ -775,11 +775,11 @@ Adds entries from ``dictionary`` to this dictionary. By default, duplicate keys
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var dict = { "item": "sword", "quantity": 2 }
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var other_dict = { "quantity": 15, "color": "silver" }
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# Overwriting of existing keys is disabled by default.
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dict.merge(other_dict)
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print(dict) # { "item": "sword", "quantity": 2, "color": "silver" }
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# With overwriting of existing keys enabled.
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dict.merge(other_dict, true)
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print(dict) # { "item": "sword", "quantity": 15, "color": "silver" }
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@@ -791,17 +791,17 @@ Adds entries from ``dictionary`` to this dictionary. By default, duplicate keys
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["item"] = "sword",
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["quantity"] = 2,
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};
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var otherDict = new Godot.Collections.Dictionary
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{
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["quantity"] = 15,
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["color"] = "silver",
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};
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// Overwriting of existing keys is disabled by default.
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dict.Merge(otherDict);
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GD.Print(dict); // { "item": "sword", "quantity": 2, "color": "silver" }
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// With overwriting of existing keys enabled.
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dict.Merge(otherDict, true);
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GD.Print(dict); // { "item": "sword", "quantity": 15, "color": "silver" }
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@@ -950,6 +950,7 @@ Returns ``true`` if the two dictionaries contain the same keys and values. The o
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Returns the corresponding value for the given ``key`` in the dictionary. If the entry does not exist, fails and returns ``null``. For safe access, use :ref:`get()<class_Dictionary_method_get>` or :ref:`has()<class_Dictionary_method_has>`.
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.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
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.. |required| replace:: :abbr:`required (This method is required to be overridden when extending its base class.)`
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.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
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.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
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.. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)`
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