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Эх сурвалжийг харах

Update signals.rst to correct signal names.

1. Update signal names as per the coding conventions
2. Update images to reflect correct signal names
3. Added note about signal callback names
Dipal Zambare 2 жил өмнө
parent
commit
2100ca4bb6

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getting_started/step_by_step/img/signals_13_signals_connection_icon.png


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getting_started/step_by_step/img/signals_13_signals_connection_icon.webp


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getting_started/step_by_step/img/signals_14_signals_connection_info.png


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getting_started/step_by_step/img/signals_14_signals_connection_info.webp


+ 13 - 11
getting_started/step_by_step/signals.rst

@@ -1,5 +1,3 @@
-:article_outdated: True
-
 .. Intention: give the user a first taste of signals. We should write more
    documentation in the scripting/ section.
 .. Note: GDScript snippets use one line return instead of two because they're
@@ -114,7 +112,7 @@ Double-click the "pressed" signal to open the node connection window.
 There, you can connect the signal to the Sprite2D node. The node needs a
 receiver method, a function that Godot will call when the Button emits the
 signal. The editor generates one for you. By convention, we name these callback
-methods "_on_NodeName_signal_name". Here, it'll be "_on_Button_pressed".
+methods "_on_node_name_signal_name". Here, it'll be "_on_button_pressed".
 
 .. note::
 
@@ -133,12 +131,12 @@ Click the Connect button to complete the signal connection and jump to the
 Script workspace. You should see the new method with a connection icon in the
 left margin.
 
-.. image:: img/signals_13_signals_connection_icon.png
+.. image:: img/signals_13_signals_connection_icon.webp
 
 If you click the icon, a window pops up and displays information about the
 connection. This feature is only available when connecting nodes in the editor.
 
-.. image:: img/signals_14_signals_connection_info.png
+.. image:: img/signals_14_signals_connection_info.webp
 
 Let's replace the line with the ``pass`` keyword with code that'll toggle the
 node's motion.
@@ -152,7 +150,7 @@ the ``not`` keyword to invert the value.
 .. tabs::
  .. code-tab:: gdscript GDScript
 
-    func _on_Button_pressed():
+    func _on_button_pressed():
         set_process(not is_processing())
 
  .. code-tab:: csharp C#
@@ -203,7 +201,7 @@ Your complete ``Sprite2D.gd`` code should look like the following.
         position += velocity * delta
 
 
-    func _on_Button_pressed():
+    func _on_button_pressed():
         set_process(not is_processing())
 
  .. code-tab:: csharp C#
@@ -300,7 +298,7 @@ We can now connect the Timer to the Sprite2D in the ``_ready()`` function.
 
     func _ready():
         var timer = get_node("Timer")
-        timer.timeout.connect(_on_Timer_timeout)
+        timer.timeout.connect(_on_timer_timeout)
 
  .. code-tab:: csharp C#
 
@@ -312,13 +310,17 @@ We can now connect the Timer to the Sprite2D in the ``_ready()`` function.
 
 The line reads like so: we connect the Timer's "timeout" signal to the node to
 which the script is attached. When the Timer emits ``timeout``, we want to call
-the function ``_on_Timer_timeout()``, that we need to define. Let's add it at the
+the function ``_on_timer_timeout()``, that we need to define. Let's add it at the
 bottom of our script and use it to toggle our sprite's visibility.
 
+.. note:: By convention, we name these callback methods in GDScript as 
+          "_on_node_name_signal_name" and in C# as "OnNodeNameSignalName".
+          Here, it'll be "_on_timer_timeout" for GDScript and OnTimerTimeout() for C#.
+
 .. tabs::
  .. code-tab:: gdscript GDScript
 
-    func _on_Timer_timeout():
+    func _on_timer_timeout():
         visible = not visible
 
  .. code-tab:: csharp C#
@@ -361,7 +363,7 @@ Here is the complete ``Sprite2D.gd`` file for reference.
         position += velocity * delta
 
 
-    func _on_Button_pressed():
+    func _on_button_pressed():
         set_process(not is_processing())