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- .. meta::
- :keywords: Signal
- .. _doc_signals:
- Signals
- =======
- Introduction
- ------------
- Signals are Godot's version of the *observer* pattern. They allow a node to
- send out a message that other nodes can listen for and respond to. For example,
- rather than continuously checking a button to see if it's being pressed, the
- button can emit a signal when it's pressed.
- .. note:: You can read more about the observer pattern here: https://gameprogrammingpatterns.com/observer.html
- Signals are a way to *decouple* your game objects, which leads to better organized
- and more manageable code. Instead of forcing game objects to expect other objects
- to always be present, they can instead emit signals that all interested objects can
- subscribe to and respond to.
- Below you can see some examples of how you can use signals in your own projects.
- Timer example
- -------------
- To see how signals work, let's try using a :ref:`Timer <class_Timer>` node. Create
- a new scene with a Node2D and two children: a Timer and a :ref:`Sprite <class_Sprite>`.
- In the Scene dock, rename Node2D to TimerExample.
- For the Sprite's texture, you can use the Godot icon, or any other image you
- like. Do so by selecting ``Load`` in the Sprite's Texture attribute drop-down menu.
- Attach a script to the root node, but don't add any code to it yet.
- Your scene tree should look like this:
- .. image:: img/signals_node_setup.png
- In the Timer node's properties, check the "On" box next to *Autostart*. This will
- cause the timer to start automatically when you run the scene. You can leave the
- *Wait Time* at 1 second.
- Next to the "Inspector" tab is a tab labeled "Node". Click on this tab and you'll
- see all of the signals that the selected node can emit. In the case of the Timer
- node, the one we're concerned with is "timeout". This signal is emitted whenever
- the Timer reaches ``0``.
- .. image:: img/signals_node_tab_timer.png
- Click on the "timeout()" signal and click "Connect..." at the bottom of the signals
- panel. You'll see the following window, where you can define how you want to connect
- the signal:
- .. image:: img/signals_connect_dialog_timer.png
- On the left side, you'll see the nodes in your scene and can select the node that
- you want to "listen" for the signal. Note that the Timer node is blue, this is a
- visual indication that it's the node that is emitting the signal. Select the root
- node.
- .. warning:: The target node *must* have a script attached or you'll receive
- an error message.
- If you toggle the Advanced menu, you'll see on the right side that you can bind an arbitrary number of arguments of (possibly) different
- types. This can be useful when you have more than one signal connected to the same method,
- as each signal propagation will result in different values for those extra call arguments.
- On the bottom of the window is a field labeled "Receiver Method". This is the name
- of the function in the target node's script that you want to use. By default,
- Godot will create this function using the naming convention ``_on_<node_name>_<signal_name>``
- but you can change it if you wish.
- Click "Connect" and you'll see that the function has been created in the script:
- .. tabs::
- .. code-tab:: gdscript GDScript
- extends Node2D
- func _on_Timer_timeout():
- pass # Replace with function body.
- .. code-tab:: csharp
- public class TimerExample : Node2D
- {
- public void _on_Timer_timeout()
- {
- // Replace with function body.
- }
- }
- Now we can replace the placeholder code with whatever code we want to run when
- the signal is received. Let's make the Sprite blink:
- .. tabs::
- .. code-tab:: gdscript GDScript
- extends Node2D
- func _on_Timer_timeout():
- # Note: the `$` operator is a shorthand for `get_node()`,
- # so `$Sprite` is equivalent to `get_node("Sprite")`.
- $Sprite.visible = !$Sprite.visible
- .. code-tab:: csharp
- public class TimerExample : Node2D
- {
- public void _on_Timer_timeout()
- {
- var sprite = GetNode<Sprite>("Sprite");
- sprite.Visible = !sprite.Visible;
- }
- }
- Run the scene and you'll see the Sprite blinking on and off every second. You can
- change the Timer's *Wait Time* property to alter this.
- Connecting signals in code
- ~~~~~~~~~~~~~~~~~~~~~~~~~~
- You can also make the signal connection in code rather than with the editor. This
- is usually necessary when you're instancing nodes via code and so you can't use
- the editor to make the connection.
- First, disconnect the signal by selecting the connection in the Timer's "Node"
- tab and clicking disconnect.
- .. image:: img/signals_disconnect_timer.png
- To make the connection in code, we can use the ``connect`` function. We'll put it
- in ``_ready()`` so that the connection will be made on run. The syntax of the
- function is ``<source_node>.connect(<signal_name>, <target_node>, <target_function_name>)``.
- Here is the code for our Timer connection:
- .. tabs::
- .. code-tab:: gdscript GDScript
- extends Node2D
- func _ready():
- $Timer.connect("timeout", self, "_on_Timer_timeout")
- func _on_Timer_timeout():
- $Sprite.visible = !$Sprite.visible
- .. code-tab:: csharp
- public class TimerExample : Node2D
- {
- public override void _Ready()
- {
- GetNode("Timer").Connect("timeout", this, nameof(_on_Timer_timeout));
- }
- public void _on_Timer_timeout()
- {
- var sprite = GetNode<Sprite>("Sprite");
- sprite.Visible = !sprite.Visible;
- }
- }
- Custom signals
- --------------
- You can also declare your own custom signals in Godot:
- .. tabs::
- .. code-tab:: gdscript GDScript
- extends Node2D
- signal my_signal
- .. code-tab:: csharp
- public class Main : Node2D
- {
- [Signal]
- public delegate void MySignal();
- }
- Once declared, your custom signals will appear in the Inspector and can be connected
- in the same way as a node's built-in signals.
- To emit a signal via code, use the ``emit_signal`` function:
- .. tabs::
- .. code-tab:: gdscript GDScript
- extends Node2D
- signal my_signal
- func _ready():
- emit_signal("my_signal")
- .. code-tab:: csharp
- public class Main : Node2D
- {
- [Signal]
- public delegate void MySignal();
- public override void _Ready()
- {
- EmitSignal(nameof(MySignal));
- }
- }
- A signal can also optionally declare one or more arguments. Specify the
- argument names between parentheses:
- .. tabs::
- .. code-tab:: gdscript GDScript
- extends Node
- signal my_signal(value, other_value)
- .. code-tab:: csharp
- public class Main : Node
- {
- [Signal]
- public delegate void MySignal(bool value, int other_value);
- }
- .. note::
- The signal arguments show up in the editor's node dock, and Godot
- can use them to generate callback functions for you. However, you can still
- emit any number of arguments when you emit signals. So it's up to you to
- emit the correct values.
- To pass values, add them as the second argument to the ``emit_signal`` function:
- .. tabs::
- .. code-tab:: gdscript GDScript
- extends Node
- signal my_signal(value, other_value)
- func _ready():
- emit_signal("my_signal", true, 42)
- .. code-tab:: csharp
- public class Main : Node
- {
- [Signal]
- public delegate void MySignal(bool value, int other_value);
- public override void _Ready()
- {
- EmitSignal(nameof(MySignal), true, 42);
- }
- }
- Conclusion
- ----------
- Many of Godot's built-in node types provide signals you can use to detect
- events. For example, an :ref:`Area2D <class_Area2D>` representing a coin emits
- a ``body_entered`` signal whenever the player's physics body enters its collision
- shape, allowing you to know when the player collected it.
- In the next section, :ref:`doc_your_first_game`, you'll build a complete game
- including several uses of signals to connect different game components.
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