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ReStructuredText
332 lines
9.9 KiB
ReStructuredText
.. _doc_signals:
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Signals
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=======
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Introduction
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------------
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Signals are Godot's version of the *observer* pattern. They allow a node to
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send out a message that other nodes can listen for and respond to. For example,
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rather than continuously checking a button to see if it's being pressed, the
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button can emit a signal when it's pressed.
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.. note:: You can read more about the observer pattern here: http://gameprogrammingpatterns.com/observer.html
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Signals are a way to *decouple* your game objects, which leads to better organized
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and more manageable code. Instead of forcing game objects to expect other objects
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to always be present, they can instead emit signals that any interested objects can
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subscribe to and respond.
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Below you can see some examples of how you can use signals in your own projects.
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Timer example
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-------------
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To see how signals work, let's try using a :ref:`Timer <class_Timer>` node. Create
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a new scene with a Node and two children: a Timer and a :ref:`Sprite <class_Sprite>`.
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You can use the Godot icon for the Sprite's texture, or any other image you
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like. Attach a script to the root node, but don't add any code to it yet.
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Your scene tree should look like this:
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.. image:: img/signals_node_setup.png
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In the Timer node's properties, check the "On" box next to *Autostart*. This will
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cause the timer to start automatically when you run the scene. You can leave the
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*Wait Time* at 1 second.
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Next to the "Inspector" tab is a tab labeled "Node". Click on this tab and you'll
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see all of the signals that the selected node can emit. In the case of the Timer
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node, the one we're concerned with is "timeout". This signal is emitted whenever
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the Timer reaches ``0``.
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.. image:: img/signals_node_tab_timer.png
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Click on the "timeout()" signal and click "Connect...". You'll see the following
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window, where you can define how you want to connect the signal:
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.. image:: img/signals_connect_dialog_timer.png
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On the left side, you'll see the nodes in your scene and can select the node that
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you want to "listen" for the signal. Note that the Timer node is red - this is
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*not* an error, but is a visual indication that it's the node that is emitting
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the signal. Select the root node.
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.. warning:: The target node *must* have a script attached or you'll receive
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an error message.
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On the bottom of the window is a field labeled "Method In Node". This is the name
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of the function in the target node's script that you want to use. By default,
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Godot will create this function using the naming convention ``_on_<node_name>_<signal_name>``
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but you can change it if you wish.
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Click "Connect" and you'll see that the function has been created in the script:
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.. tabs::
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.. code-tab:: gdscript GDScript
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extends Node
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func _on_Timer_timeout():
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pass # replace with function body
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.. code-tab:: csharp
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public class TimerExample : Node
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{
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private void _on_Timer_timeout()
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{
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// Replace with function body.
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}
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}
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Now we can replace the placeholder code with whatever code we want to run when
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the signal is received. Let's make the Sprite blink:
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.. tabs::
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.. code-tab:: gdscript GDScript
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extends Node
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func _on_Timer_timeout():
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$Sprite.visible = !$Sprite.visible
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.. code-tab:: csharp
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public class TimerExample : Node
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{
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public void _on_Timer_timeout()
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{
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var sprite = GetNode<Sprite>("Sprite");
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sprite.Visible = !sprite.Visible;
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}
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}
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Run the scene and you'll see the Sprite blinking on and off every second. You can
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change the Timer's *Wait Time* property to alter this.
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Connecting signals in code
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~~~~~~~~~~~~~~~~~~~~~~~~~~
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You can also make the signal connection in code rather than with the editor. This
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is usually necessary when you're instancing nodes via code and so you can't use
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the editor to make the connection.
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First, disconnect the signal by selecting the connection in the Timer's "Node"
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tab and clicking disconnect.
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.. image:: img/signals_disconnect_timer.png
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To make the connection in code, we can use the ``connect`` function. We'll put it
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in ``_ready()`` so that the connection will be made on run. The syntax of the
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function is ``<source_node>.connect(<signal_name>, <target_node>, <target_function_name>)``.
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Here is the code for our Timer connection:
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.. tabs::
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.. code-tab:: gdscript GDScript
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extends Node
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func _ready():
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$Timer.connect("timeout", self, "_on_Timer_timeout")
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func _on_Timer_timeout():
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$Sprite.visible = !$Sprite.visible
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.. code-tab:: csharp
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public class TimerExample : Node
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{
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public override void _Ready()
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{
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GetNode("Timer").Connect("timeout", this, nameof(_on_Timer_timeout));
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}
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public void _on_Timer_timeout()
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{
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var sprite = GetNode<Sprite>("Sprite");
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sprite.Visible = !sprite.Visible;
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}
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}
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Custom signals
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--------------
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You can also declare your own custom signals in Godot:
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.. tabs::
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.. code-tab:: gdscript GDScript
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extends Node
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signal my_signal
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.. code-tab:: csharp
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public class Main : Node
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{
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[Signal]
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public delegate void MySignal();
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}
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Once declared, your custom signals will appear in the Inspector and can be connected
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in the same way as a node's built-in signals.
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To emit a signal via code, use the ``emit_signal`` function:
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.. tabs::
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.. code-tab:: gdscript GDScript
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extends Node
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signal my_signal
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func _ready():
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emit_signal("my_signal")
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.. code-tab:: csharp
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public class Main : Node
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{
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[Signal]
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public delegate void MySignal();
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public override void _Ready()
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{
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EmitSignal(nameof(MySignal));
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}
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}
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Shooting example
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----------------
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As another example of signal usage, let's consider a player character that can
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rotate and shoot towards the mouse. Every time the mouse button is clicked,
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we create an instance of the bullet at the player's location. See :ref:`doc_instancing`
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for details.
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However, if the bullets are added as children of the player, then they will
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remain "attached" to the player as it rotates:
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.. image:: img/signals_shoot1.gif
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Instead, we need the bullets to be independent of the player's movement - once
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fired, they should continue traveling in a straight line and the player can no
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longer affect them. Instead of being added to the scene tree as a child of the
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player, it makes more sense to add the bullet as a child of the "main" game
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scene, which may be the player's parent or even further up the tree.
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You could do this by adding the bullet directly:
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.. tabs::
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.. code-tab:: gdscript GDScript
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var bullet_instance = Bullet.instance()
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get_parent().add_child(bullet_instance)
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.. code-tab:: csharp
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Node bulletInstance = Bullet.Instance();
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GetParent().AddChild(bulletInstance);
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However, this will lead to a different problem. Now if you try and test your
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"Player" scene independently, it will crash on shooting, because there is no
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parent node to access. This makes it a lot harder to test your player code
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independently and also means that if you decide to change your main scene's
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node structure, the player's parent may no longer be the appropriate node to
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receive the bullets.
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The solution to this is to use a signal to "emit" the bullets from the player.
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The player then has no need to "know" what happens to the bullets after that -
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whatever node is connected to the signal can "receive" the bullets and take the
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appropriate action to spawn them.
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Here is the code for the player using signals to emit the bullet:
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.. tabs::
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.. code-tab:: gdscript GDScript
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extends Sprite
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signal shoot(bullet, direction, location)
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var Bullet = preload("res://Bullet.tscn")
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func _input(event):
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if event is InputEventMouseButton:
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if event.button_index == BUTTON_LEFT and event.pressed:
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emit_signal("shoot", Bullet, rotation, position)
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func _process(delta):
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look_at(get_global_mouse_position())
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.. code-tab:: csharp
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public class Player : Sprite
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{
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[Signal]
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delegate void Shoot(PackedScene bullet, Vector2 direction, Vector2 location);
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private PackedScene _bullet = GD.Load<PackedScene>("res://Bullet.tscn");
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public override void _Input(InputEvent event)
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{
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if (input is InputEventMouseButton mouseButton)
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{
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if (mouseButton.ButtonIndex == (int)ButtonList.Left && mouseButton.Pressed)
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{
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EmitSignal(nameof(Shoot), _bullet, Rotation, Position);
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}
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}
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}
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public override _Process(float delta)
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{
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LookAt(GetGlobalMousePosition());
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}
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}
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In the main scene, we then connect the player's signal (it will appear in the
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"Node" tab).
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.. tabs::
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.. code-tab:: gdscript GDScript
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func _on_Player_shoot(Bullet, direction, location):
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var b = Bullet.instance()
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add_child(b)
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b.rotation = direction
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b.position = location
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b.velocity = b.velocity.rotated(direction)
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.. code-tab:: csharp
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public void _on_Player_Shoot(PackedScene bullet, Vector2 direction, Vector2 location)
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{
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var bulletInstance = (Bullet)bullet.Instance();
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AddChild(bulletInstance);
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bulletInstance.Rotation = direction;
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bulletInstance.Position = location;
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bulletInstance.Velocity = bulletInstance.Velocity.Rotated(direction);
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}
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Now the bullets will maintain their own movement independent of the player's
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rotation:
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.. image:: img/signals_shoot2.gif
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Conclusion
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----------
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Many of Godot's built-in node types provide signals you can use to detect
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events. For example, an :ref:`Area2D <class_Area2D>` representing a coin emits
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a ``body_entered`` signal whenever the player's physics body enters its collision
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shape, allowing you to know when the player collected it.
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In the next section, :ref:`doc_your_first_game`, you'll build a complete game
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including several uses of signals to connect different game components.
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