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Mention C# gotchas in Object's dynamic call/set/connect methods
This closes #34015.
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@ -97,6 +97,7 @@
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[codeblock]
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call("set", "position", Vector2(42.0, 0.0))
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[/codeblock]
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[b]Note:[/b] In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).
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</description>
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</method>
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<method name="call_deferred" qualifiers="vararg">
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@ -109,6 +110,7 @@
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[codeblock]
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call_deferred("set", "position", Vector2(42.0, 0.0))
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[/codeblock]
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[b]Note:[/b] In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).
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</description>
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</method>
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<method name="callv">
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@ -203,6 +205,7 @@
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</argument>
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<description>
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Returns the [Variant] value of the given [code]property[/code]. If the [code]property[/code] doesn't exist, this will return [code]null[/code].
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[b]Note:[/b] In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).
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</description>
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</method>
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<method name="get_class" qualifiers="const">
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@ -402,6 +405,7 @@
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</argument>
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<description>
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Assigns a new value to the given property. If the [code]property[/code] does not exist, nothing will happen.
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[b]Note:[/b] In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).
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</description>
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</method>
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<method name="set_block_signals">
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@ -422,6 +426,7 @@
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</argument>
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<description>
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Assigns a new value to the given property, after the current frame's physics step. This is equivalent to calling [method set] via [method call_deferred], i.e. [code]call_deferred("set", property, value)[/code].
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[b]Note:[/b] In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).
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</description>
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</method>
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<method name="set_indexed">
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