Signal3
Signal support.
EditorFileSystem.swift:440class Signal3
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.
Type members
Instance members
var filesystemChanged: SimpleSignal
Emitted if the filesystem changed.
var resourcesReimported: Signal2
Emitted if a resource is reimported.
var resourcesReload: Signal3
Emitted if at least one resource is reloaded when the filesystem is scanned.
var scriptClassesUpdated: SimpleSignal
Emitted when the list of global script classes gets updated.
var sourcesChanged: Signal1
Emitted if the source of any imported file changed.
func getFileType(path: String
) -> String Returns the resource type of the file, given the full path. This returns a string such as
"Resource"
or"GDScript"
, not a file extension such as".gd"
.func getFilesystem(
) -> EditorFileSystemDirectory? Gets the root directory object.
func getFilesystemPath(String
) -> EditorFileSystemDirectory? Returns a view into the filesystem at
path
.func getScanningProgress(
) -> Double Returns the scan progress for 0 to 1 if the FS is being scanned.
func isScanning(
) -> Bool Returns
true
if the filesystem is being scanned.func reimportFiles(PackedStringArray
) Reimports a set of files. Call this if these files or their
.import
files were directly edited by script or an external program.func scan(
) Scan the filesystem for changes.
func scanSources(
) Check if the source of any imported resource changed.
func updateFile(path: String
) Add a file in an existing directory, or schedule file information to be updated on editor restart. Can be used to update text files saved by an external program.
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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 (_ resources: PackedStringArray) -> ()
) -> 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:_:)