ClassInfo

    Provides support to expose Swift methods and signals to the Godot runtime, making it callable from its runtime and scripting language.

    ClassServices.swift:31
    class ClassInfo<T> where T : Object

    You create a ClassInfo object, with the name for your class, and then call the various register methods. You only need to do once per class, so it is recommended that you perform this initialization with an idiom like this:

    class MyNode: Node {
      func initClass() -> Bool {
        let classInfo = ClassInfo<SpinningCube>(name: "MyNode")
        // register things in classInfo here:
        ...
        return true
      }
    
      required init () {
        super.init ()
        let _ = initClass ()
      }

    Citizens in SwiftGodot

    Type members

    Instance members

    Citizens in SwiftGodot

    where T:Object

    Typealiases

    Type members

    Instance members