Signal4
Signal support.
AnimationLibrary.swift:456class Signal4
Use the connect(flags:_:)
method to connect to the signal on the container object, and disconnect(_:)
to drop the connection.
You can also await the emitted
property for waiting for a single emission of the signal.
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Types
class Signal1
Signal support.
class Signal2
Signal support.
class Signal3
Signal support.
Type members
Instance members
var animationAdded: Signal1
Emitted when an
Animation
is added, under the keyname
.var animationChanged: Signal4
Emitted when there’s a change in one of the animations, e.g. tracks are added, moved or have changed paths.
name
is the key of the animation that was changed.var animationRemoved: Signal2
Emitted when an
Animation
stored with the keyname
is removed.var animationRenamed: Signal3
Emitted when the key for an
Animation
is changed, fromname
totoName
.func addAnimation(name: StringName, animation: Animation?
) -> GodotError Adds the
animation
to the library, accessible by the keyname
.func getAnimation(name: StringName
) -> Animation? Returns the
Animation
with the keyname
. If the animation does not exist,null
is returned and an error is logged.func getAnimationList(
) -> VariantCollection<StringName> Returns the keys for the
Animation
s stored in the library.func hasAnimation(name: StringName
) -> Bool Returns
true
if the library stores anAnimation
withname
as the key.func removeAnimation(name: StringName
) Removes the
Animation
with the keyname
.func renameAnimation(name: StringName, newname: StringName
) Changes the key of the
Animation
associated with the keyname
tonewname
.
Citizens in SwiftGodot
Instance members
var emitted: Void
You can await this property to wait for the signal to be emitted once
func connect(flags: Object.ConnectFlags, @escaping (_ name: StringName) -> ()
) -> Object Connects the signal to the specified callback
func disconnect(Object
) Disconnects a signal that was previously connected, the return value from calling
connect(flags:_:)