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Improve the documentation of the Object class
I edited the main description to remove parentheses and split long sentences. Closes #29382 Closes #29384
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Base class for all non built-in types.
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</brief_description>
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<description>
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Base class for all non built-in types. Everything which is not a built-in type starts the inheritance chain from this class.
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Objects can be constructed from scripting languages, using [code]Object.new()[/code] in GDScript, [code]new Object[/code] in C#, or the "Construct Object" node in VisualScript.
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Objects do not manage memory, if inheriting from one the object will most likely have to be deleted manually (call the [method free] function from the script or delete from C++).
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Some derivatives add memory management, such as [Reference] (which keeps a reference count and deletes itself automatically when no longer referenced) and [Node], which deletes the children tree when deleted.
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Every class which is not a built-in type inherits from this class.
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You can construct Objects from scripting languages, using [code]Object.new()[/code] in GDScript, [code]new Object[/code] in C#, or the "Construct Object" node in VisualScript.
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Objects do not manage memory. If a class inherits from Object, you will have to delete instances of it manually. To do so, call the [method free] method from your script or delete the instance from C++.
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Some classes that extend Object add memory management. This is the case of [Reference], which counts references and deletes itself automatically when no longer referenced. [Node], another fundamental type, deletes all its children when freed from memory.
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Objects export properties, which are mainly useful for storage and editing, but not really so much in programming. Properties are exported in [method _get_property_list] and handled in [method _get] and [method _set]. However, scripting languages and C++ have simpler means to export them.
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Objects also receive notifications ([method _notification]). Notifications are a simple way to notify the object about simple events, so they can all be handled together.
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Objects also receive notifications. Notifications are a simple way to notify the object about simple events, so they can all be handled together. See [method _notification].
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</description>
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<tutorials>
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</tutorials>
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@ -126,7 +126,9 @@
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<argument index="4" name="flags" type="int" default="0">
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</argument>
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<description>
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Connects a [code]signal[/code] to a [code]method[/code] on a [code]target[/code] object. Pass optional [code]binds[/code] to the call. Use [code]flags[/code] to set deferred or one shot connections. See [code]CONNECT_*[/code] constants. A [code]signal[/code] can only be connected once to a [code]method[/code]. It will throw an error if already connected. To avoid this, first use [method is_connected] to check for existing connections.
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Connects a [code]signal[/code] to a [code]method[/code] on a [code]target[/code] object. Pass optional [code]binds[/code] to the call. Use [code]flags[/code] to set deferred or one shot connections. See [code]CONNECT_*[/code] constants.
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A [code]signal[/code] can only be connected once to a [code]method[/code]. It will throw an error if already connected. To avoid this, first, use [method is_connected] to check for existing connections.
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If the [code]target[/code] is destroyed in the game's lifecycle, the connection will be lost.
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</description>
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</method>
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<method name="disconnect">
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</argument>
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<description>
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Disconnects a [code]signal[/code] from a [code]method[/code] on the given [code]target[/code].
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If you try to disconnect a connection that does not exist, the method will throw an error. Use [method is_connected] to ensure that the connection exists.
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</description>
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</method>
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<method name="emit_signal" qualifiers="vararg">
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