b087538119
This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
38 lines
1.8 KiB
XML
38 lines
1.8 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="VisualScriptYieldSignal" inherits="VisualScriptNode" version="3.5" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
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<brief_description>
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A Visual Script node yielding for a signal.
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</brief_description>
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<description>
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[VisualScriptYieldSignal] will pause the function execution until the provided signal is emitted.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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</methods>
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<members>
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<member name="base_type" type="String" setter="set_base_type" getter="get_base_type" default=""Object"">
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The base type to be used when [member call_mode] is set to [constant CALL_MODE_INSTANCE].
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</member>
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<member name="call_mode" type="int" setter="set_call_mode" getter="get_call_mode" enum="VisualScriptYieldSignal.CallMode" default="0">
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[code]call_mode[/code] determines the target object to wait for the signal emission. See [enum CallMode] for options.
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</member>
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<member name="node_path" type="NodePath" setter="set_base_path" getter="get_base_path">
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The node path to use when [member call_mode] is set to [constant CALL_MODE_NODE_PATH].
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</member>
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<member name="signal" type="String" setter="set_signal" getter="get_signal" default="""">
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The signal name to be waited for.
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</member>
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</members>
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<constants>
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<constant name="CALL_MODE_SELF" value="0" enum="CallMode">
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A signal from this [Object] will be used.
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</constant>
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<constant name="CALL_MODE_NODE_PATH" value="1" enum="CallMode">
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A signal from the given [Node] in the scene tree will be used.
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</constant>
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<constant name="CALL_MODE_INSTANCE" value="2" enum="CallMode">
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A signal from an instanced node with the given type will be used.
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</constant>
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</constants>
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</class>
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