Esempio n. 1
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 /// <summary>
 /// Returns whether the given class exists in <see cref="ClassDB"/>.
 /// </summary>
 /// <returns>If the class exists in <see cref="ClassDB"/>.</returns>
 public static bool TypeExists(StringName type)
 {
     return(godot_icall_GD_type_exists(StringName.GetPtr(type)));
 }
Esempio n. 2
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 internal static IntPtr __ClassDB_get_method(StringName type, string method)
 {
     return(godot_icall_Object_ClassDB_get_method(StringName.GetPtr(type), method));
 }
Esempio n. 3
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 public SignalAwaiter(Object source, StringName signal, Object target)
 {
     godot_icall_SignalAwaiter_connect(Object.GetPtr(source), StringName.GetPtr(signal), Object.GetPtr(target), this);
 }
Esempio n. 4
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 /// <summary>
 /// Returns a list of all nodes assigned to the given <paramref name="group"/>.
 /// </summary>
 /// <typeparam name="T">The type to cast to. Should be a descendant of <see cref="Node"/>.</typeparam>
 public Array <T> GetNodesInGroup <T>(StringName group) where T : class
 {
     return(new Array <T>(godot_icall_SceneTree_get_nodes_in_group_Generic(GetPtr(this), StringName.GetPtr(group), typeof(T))));
 }