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@@ -372,14 +372,29 @@ Inspector tab to see the list of signals the player can emit:
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Notice our custom "hit" signal is there as well! Since our enemies are going to
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be ``RigidBody2D`` nodes, we want the ``body_entered(body: Node2D)`` signal. This
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signal will be emitted when a body contacts the player. Click "Connect.." and
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-the "Connect a Signal" window appears. We don't need to change any of these
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-settings so click "Connect" again. Godot will automatically create a function in
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-your player's script.
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+the "Connect a Signal" window appears.
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+
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+Godot will create a function with that exact name directly in script
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+for you. You don't need to change the default settings right now.
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+
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+.. warning::
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+
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+ .. The issue for this bug is #41283
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+
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+ If you're using an external text editor (for example, Visual Studio Code),
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+ a bug currently prevents Godot from doing so. You'll be sent to your external
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+ editor, but the new function won't be there.
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+
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+ In this case, you'll need to write the function yourself into the Player's
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+ script file.
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.. image:: img/player_signal_connection.webp
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-Note the green icon indicating that a signal is connected to this function. Add
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-this code to the function:
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+Note the green icon indicating that a signal is connected to this function; this does
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+not mean the function exists, only that the signal will attempt to connect to a function
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+with that name, so double-check that the spelling of the function matches exactly!
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+
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+Next, add this code to the function:
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.. tabs::
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.. code-tab:: gdscript GDScript
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