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Merge pull request #95774 from Mickeon/documentation-miscellaneous-oddities
Fix miscellaneous oddities around the class reference
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@@ -854,7 +854,7 @@
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<param index="0" name="signal" type="StringName" />
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<description>
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Returns [code]true[/code] if the given [param signal] name exists in the object.
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[b]Note:[/b] In C#, [param signal] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]SignalName[/code] class to avoid allocating a new [StringName] on each call.
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[b]Note:[/b] In C#, [param signal] must be in snake_case when referring to built-in Godot signals. Prefer using the names exposed in the [code]SignalName[/code] class to avoid allocating a new [StringName] on each call.
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</description>
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</method>
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<method name="has_user_signal" qualifiers="const">
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@@ -898,7 +898,7 @@
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<param index="1" name="callable" type="Callable" />
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<description>
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Returns [code]true[/code] if a connection exists between the given [param signal] name and [param callable].
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[b]Note:[/b] In C#, [param signal] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]SignalName[/code] class to avoid allocating a new [StringName] on each call.
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[b]Note:[/b] In C#, [param signal] must be in snake_case when referring to built-in Godot signals. Prefer using the names exposed in the [code]SignalName[/code] class to avoid allocating a new [StringName] on each call.
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</description>
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</method>
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<method name="is_queued_for_deletion" qualifiers="const">
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