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classref: Sync with current master branch (929333fe2)
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@@ -388,7 +388,7 @@ The example below displays ``hammer_type`` in the Inspector dock, only if ``hold
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.. code-tab:: csharp
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[Tool]
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public class MyNode2D : Node2D
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public partial class MyNode2D : Node2D
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{
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private bool _holdingHammer;
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@@ -826,9 +826,9 @@ As seen above, the recommended method to connect signals is not :ref:`connect<cl
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var button = new Button();
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// Option 1: In C#, we can use signals as events and connect with this idiomatic syntax:
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button.ButtonDown += OnButtonDown;
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// Option 2: Object.Connect() with a constructed Callable from a method group.
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// Option 2: GodotObject.Connect() with a constructed Callable from a method group.
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button.Connect(Button.SignalName.ButtonDown, Callable.From(OnButtonDown));
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// Option 3: Object.Connect() with a constructed Callable using a target object and method name.
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// Option 3: GodotObject.Connect() with a constructed Callable using a target object and method name.
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button.Connect(Button.SignalName.ButtonDown, new Callable(this, MethodName.OnButtonDown));
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}
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@@ -1158,7 +1158,7 @@ Returns an :ref:`Array<class_Array>` of connections for the given ``signal`` nam
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- ``signal`` is a reference to the :ref:`Signal<class_Signal>`;
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- ``callable`` is a reference to the :ref:`Callable<class_Callable>`;
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- ``callable`` is a reference to the connected :ref:`Callable<class_Callable>`;
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- ``flags`` is a combination of :ref:`ConnectFlags<enum_Object_ConnectFlags>`.
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@@ -1266,10 +1266,10 @@ Returns ``true`` if the object inherits from the given ``class``. See also :ref:
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.. code-tab:: csharp
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var sprite2d = new Sprite2D();
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sprite2d.IsClass("Sprite2D"); // Returns true
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sprite2d.IsClass("Node"); // Returns true
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sprite2d.IsClass("Node3D"); // Returns false
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var sprite2D = new Sprite2D();
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sprite2D.IsClass("Sprite2D"); // Returns true
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sprite2D.IsClass("Node"); // Returns true
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sprite2D.IsClass("Node3D"); // Returns false
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@@ -1335,10 +1335,10 @@ If ``reversed`` is ``true``, the call order is reversed.
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player.SetScript(GD.Load("res://player.gd"));
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player.Notification(NotificationEnterTree);
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// The call order is Object -> Node -> Node2D -> player.gd.
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// The call order is GodotObject -> Node -> Node2D -> player.gd.
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player.notification(NotificationEnterTree, true);
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// The call order is player.gd -> Node2D -> Node -> Object.
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player.Notification(NotificationEnterTree, true);
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// The call order is player.gd -> Node2D -> Node -> GodotObject.
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