Change set/get binding to use StringName

This commit is contained in:
kobewi 2022-06-14 15:28:59 +02:00
parent becfe93092
commit a3a029d4c6
3 changed files with 9 additions and 9 deletions

View file

@ -325,7 +325,7 @@
</method>
<method name="get" qualifiers="const">
<return type="Variant" />
<argument index="0" name="property" type="String" />
<argument index="0" name="property" type="StringName" />
<description>
Returns the [Variant] value of the given [code]property[/code]. If the [code]property[/code] doesn't exist, this will return [code]null[/code].
[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).
@ -399,7 +399,7 @@
</method>
<method name="get_signal_connection_list" qualifiers="const">
<return type="Array" />
<argument index="0" name="signal" type="String" />
<argument index="0" name="signal" type="StringName" />
<description>
Returns an [Array] of connections for the given [code]signal[/code].
</description>
@ -490,7 +490,7 @@
</method>
<method name="set">
<return type="void" />
<argument index="0" name="property" type="String" />
<argument index="0" name="property" type="StringName" />
<argument index="1" name="value" type="Variant" />
<description>
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.