class reference proofreading

This commit is contained in:
Paul Joannon
2021-03-18 12:04:28 +01:00
committed by Paul Joannon
parent 3b380f4cdc
commit 8455e901f3
80 changed files with 104 additions and 103 deletions

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@@ -1,7 +1,7 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Object" version="4.0">
<brief_description>
Base class for all non built-in types.
Base class for all non-built-in types.
</brief_description>
<description>
Every class which is not a built-in type inherits from this class.
@@ -179,7 +179,7 @@
</argument>
<description>
Connects a [code]signal[/code] to a [code]callable[/code]. Pass optional [code]binds[/code] to the call as an [Array] of parameters. These parameters will be passed to the [Callable]'s method after any parameter used in the call to [method emit_signal]. Use [code]flags[/code] to set deferred or one-shot connections. See [enum ConnectFlags] constants.
[b]Note:[/b] This method is the legacy implementation for connecting signals. The recommend modern approach is to use [method Signal.connect] and to use [method Callable.bind] to add and validate parameter binds. Both syntaxes are shown below.
[b]Note:[/b] This method is the legacy implementation for connecting signals. The recommended modern approach is to use [method Signal.connect] and to use [method Callable.bind] to add and validate parameter binds. Both syntaxes are shown below.
A signal can only be connected once to a [Callable]. It will throw an error if already connected, unless the signal was connected with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method is_connected] to check for existing connections.
If the callable's target is destroyed in the game's lifecycle, the connection will be lost.
[b]Examples with recommended syntax:[/b]