Rename CONNECT_ONESHOT TO CONNECT_ONE_SHOT
For consistency. Every other exposed `one_shot` is spaced out like this.
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0c4d578bdf
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dd26ecdd31
18 changed files with 27 additions and 26 deletions
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@ -2163,7 +2163,7 @@ Variant GDScriptFunction::call(GDScriptInstance *p_instance, const Variant **p_a
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OPCODE(OPCODE_AWAIT) {
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CHECK_SPACE(2);
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// Do the oneshot connect.
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// Do the one-shot connect.
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GET_INSTRUCTION_ARG(argobj, 0);
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Signal sig;
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@ -2234,7 +2234,7 @@ Variant GDScriptFunction::call(GDScriptInstance *p_instance, const Variant **p_a
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retvalue = gdfs;
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Error err = sig.connect(Callable(gdfs.ptr(), "_signal_callback").bind(retvalue), Object::CONNECT_ONESHOT);
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Error err = sig.connect(Callable(gdfs.ptr(), "_signal_callback").bind(retvalue), Object::CONNECT_ONE_SHOT);
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if (err != OK) {
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err_text = "Error connecting to signal: " + sig.get_name() + " during await.";
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OPCODE_BREAK;
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@ -42,7 +42,7 @@ Error gd_mono_connect_signal_awaiter(Object *p_source, const StringName &p_signa
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SignalAwaiterCallable *awaiter_callable = memnew(SignalAwaiterCallable(p_target, awaiter_handle, p_signal));
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Callable callable = Callable(awaiter_callable);
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return p_source->connect(p_signal, callable, Object::CONNECT_ONESHOT);
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return p_source->connect(p_signal, callable, Object::CONNECT_ONE_SHOT);
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}
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bool SignalAwaiterCallable::compare_equal(const CallableCustom *p_a, const CallableCustom *p_b) {
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@ -230,8 +230,8 @@ void MultiplayerSpawner::_track(Node *p_node, const Variant &p_argument, int p_s
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ObjectID oid = p_node->get_instance_id();
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if (!tracked_nodes.has(oid)) {
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tracked_nodes[oid] = SpawnInfo(p_argument.duplicate(true), p_scene_id);
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p_node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &MultiplayerSpawner::_node_exit).bind(p_node->get_instance_id()), CONNECT_ONESHOT);
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p_node->connect(SceneStringNames::get_singleton()->ready, callable_mp(this, &MultiplayerSpawner::_node_ready).bind(p_node->get_instance_id()), CONNECT_ONESHOT);
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p_node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &MultiplayerSpawner::_node_exit).bind(p_node->get_instance_id()), CONNECT_ONE_SHOT);
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p_node->connect(SceneStringNames::get_singleton()->ready, callable_mp(this, &MultiplayerSpawner::_node_ready).bind(p_node->get_instance_id()), CONNECT_ONE_SHOT);
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}
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}
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@ -39,7 +39,7 @@ SceneReplicationState::TrackedNode &SceneReplicationState::_track(const ObjectID
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if (!tracked_nodes.has(p_id)) {
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tracked_nodes[p_id] = TrackedNode(p_id);
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Node *node = Object::cast_to<Node>(ObjectDB::get_instance(p_id));
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node->connect(SceneStringNames::get_singleton()->tree_exited, callable_mp(this, &SceneReplicationState::_untrack).bind(p_id), Node::CONNECT_ONESHOT);
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node->connect(SceneStringNames::get_singleton()->tree_exited, callable_mp(this, &SceneReplicationState::_untrack).bind(p_id), Node::CONNECT_ONE_SHOT);
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}
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return tracked_nodes[p_id];
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}
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