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Mention C# gotchas in Object's dynamic call/set/connect methods

This closes #34015.
Hugo Locurcio 5 жил өмнө
parent
commit
878f03d8e3

+ 5 - 0
doc/classes/Object.xml

@@ -97,6 +97,7 @@
 				[codeblock]
 				call("set", "position", Vector2(42.0, 0.0))
 				[/codeblock]
+				[b]Note:[/b] In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).
 			</description>
 		</method>
 		<method name="call_deferred" qualifiers="vararg">
@@ -109,6 +110,7 @@
 				[codeblock]
 				call_deferred("set", "position", Vector2(42.0, 0.0))
 				[/codeblock]
+				[b]Note:[/b] In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).
 			</description>
 		</method>
 		<method name="callv">
@@ -203,6 +205,7 @@
 			</argument>
 			<description>
 				Returns the [Variant] value of the given [code]property[/code]. If the [code]property[/code] doesn't exist, this will return [code]null[/code].
+				[b]Note:[/b] In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).
 			</description>
 		</method>
 		<method name="get_class" qualifiers="const">
@@ -402,6 +405,7 @@
 			</argument>
 			<description>
 				Assigns a new value to the given property. If the [code]property[/code] does not exist, nothing will happen.
+				[b]Note:[/b] In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).
 			</description>
 		</method>
 		<method name="set_block_signals">
@@ -422,6 +426,7 @@
 			</argument>
 			<description>
 				Assigns a new value to the given property, after the current frame's physics step. This is equivalent to calling [method set] via [method call_deferred], i.e. [code]call_deferred("set", property, value)[/code].
+				[b]Note:[/b] In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).
 			</description>
 		</method>
 		<method name="set_indexed">