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@@ -128,7 +128,7 @@ Emitting signals is done with the ``EmitSignal`` method.
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Notice that you can always reference a signal name with the ``nameof`` keyword (applied on the delegate itself).
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Notice that you can always reference a signal name with the ``nameof`` keyword (applied on the delegate itself).
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-It is possible to bind values when establishing a connection by passing an object array.
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+It is possible to bind values when establishing a connection by passing a Godot array.
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.. code-block:: csharp
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.. code-block:: csharp
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@@ -144,8 +144,8 @@ It is possible to bind values when establishing a connection by passing an objec
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var plusButton = (Button)GetNode("PlusButton");
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var plusButton = (Button)GetNode("PlusButton");
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var minusButton = (Button)GetNode("MinusButton");
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var minusButton = (Button)GetNode("MinusButton");
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- plusButton.Connect("pressed", this, "ModifyValue", new object[] { 1 });
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- minusButton.Connect("pressed", this, "ModifyValue", new object[] { -1 });
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+ plusButton.Connect("pressed", this, "ModifyValue", new Godot.Collections.Array { 1 });
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+ minusButton.Connect("pressed", this, "ModifyValue", new Godot.Collections.Array { -1 });
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}
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}
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Signals support parameters and bound values of all the `built-in types <https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/keywords/built-in-types-table>`_ and Classes derived from :ref:`Godot.Object <class_Object>`.
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Signals support parameters and bound values of all the `built-in types <https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/keywords/built-in-types-table>`_ and Classes derived from :ref:`Godot.Object <class_Object>`.
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