Change set/get binding to use StringName
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3 changed files with 9 additions and 9 deletions
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@ -325,7 +325,7 @@
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</method>
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<method name="get" qualifiers="const">
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<return type="Variant" />
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<argument index="0" name="property" type="String" />
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<argument index="0" name="property" type="StringName" />
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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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@ -399,7 +399,7 @@
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</method>
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<method name="get_signal_connection_list" qualifiers="const">
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<return type="Array" />
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<argument index="0" name="signal" type="String" />
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<argument index="0" name="signal" type="StringName" />
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<description>
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Returns an [Array] of connections for the given [code]signal[/code].
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</description>
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@ -490,7 +490,7 @@
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</method>
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<method name="set">
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<return type="void" />
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<argument index="0" name="property" type="String" />
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<argument index="0" name="property" type="StringName" />
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<argument index="1" name="value" type="Variant" />
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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 or the given value's type doesn't match, nothing will happen.
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