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Merge pull request #37456 from ttencate/fix/gdscript_assert_message_docs
Add missing docs for assert message in GDScript
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commit
f7b8d0c688
@ -90,14 +90,18 @@
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</return>
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<argument index="0" name="condition" type="bool">
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</argument>
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<argument index="1" name="message" type="String" default="""">
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</argument>
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<description>
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Asserts that the [code]condition[/code] is [code]true[/code] . If the [code]condition[/code] is [code]false[/code], an error is generated and the program is halted until you resume it. Only executes in debug builds, or when running the game from the editor. Use it for debugging purposes, to make sure a statement is [code]true[/code] during development.
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Asserts that the [code]condition[/code] is [code]true[/code]. If the [code]condition[/code] is [code]false[/code], an error is generated and the program is halted until you resume it. Only executes in debug builds, or when running the game from the editor. Use it for debugging purposes, to make sure a statement is [code]true[/code] during development.
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The optional [code]message[/code] argument, if given, is shown in addition to the generic "Assertion failed" message. You can use this to provide additional details about why the assertion failed.
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[codeblock]
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# Imagine we always want speed to be between 0 and 20
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speed = -10
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assert(speed < 20) # True, the program will continue
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assert(speed >= 0) # False, the program will stop
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assert(speed >= 0 && speed < 20) # You can also combine the two conditional statements in one check
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assert(speed < 20, "speed = %f, but the speed limit is 20" % speed) # Show a message with clarifying details
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[/codeblock]
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</description>
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</method>
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@ -430,6 +430,8 @@ void GDScriptLanguage::get_public_functions(List<MethodInfo> *p_functions) const
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mi.name = "assert";
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mi.return_val.type = Variant::NIL;
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mi.arguments.push_back(PropertyInfo(Variant::BOOL, "condition"));
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mi.arguments.push_back(PropertyInfo(Variant::STRING, "message"));
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mi.default_arguments.push_back(String());
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p_functions->push_back(mi);
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}
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}
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