/// <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))); }
internal static IntPtr __ClassDB_get_method(StringName type, string method) { return(godot_icall_Object_ClassDB_get_method(StringName.GetPtr(type), method)); }
public SignalAwaiter(Object source, StringName signal, Object target) { godot_icall_SignalAwaiter_connect(Object.GetPtr(source), StringName.GetPtr(signal), Object.GetPtr(target), this); }
/// <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)))); }