Signal
A built-in type representing a signal of an Object.
Description
Signal is a built-in Variant type that represents a signal of an Object instance. Like all Variant types, it can be stored in variables and passed to functions. Signals allow all connected Callables (and by extension their respective objects) to listen and react to events, without directly referencing one another. This keeps the code flexible and easier to manage.
In GDScript, signals can be declared with the signal
keyword. In C#, you may use the [Signal]
attribute on a delegate.
GDScriptC#
signal attacked
# Additional arguments may be declared.
# These arguments must be passed when the signal is emitted.
signal item_dropped(item_name, amount)
[Signal]
delegate void AttackedEventHandler();
// Additional arguments may be declared.
// These arguments must be passed when the signal is emitted.
[Signal]
delegate void ItemDroppedEventHandler(string itemName, int amount);
Note
There are notable differences when using this API with C#. See C# API differences to GDScript for more information.
Tutorials
Constructors
Signal() | |
Signal(object: Object, signal: StringName) |
Methods
void | disconnect(callable: Callable) |
void | emit(…) vararg const |
get_connections() const | |
get_name() const | |
get_object() const | |
get_object_id() const | |
is_connected(callable: Callable) const | |
is_null() const |
Operators
operator !=(right: Signal) | |
operator ==(right: Signal) |
Constructor Descriptions
Constructs an empty Signal with no object nor signal name bound.
Constructs a Signal as a copy of the given Signal.
Signal Signal(object: Object, signal: StringName)
Creates a new Signal named signal
in the specified object
.
Method Descriptions
int connect(callable: Callable, flags: int = 0) 🔗
Connects this signal to the specified callable
. Optional flags
can be also added to configure the connection’s behavior (see ConnectFlags constants). You can provide additional arguments to the connected callable
by using Callable.bind.
A signal can only be connected once to the same Callable. If the signal is already connected, returns @GlobalScope.ERR_INVALID_PARAMETER and pushes an error message, unless the signal is connected with Object.CONNECT_REFERENCE_COUNTED. To prevent this, use is_connected first to check for existing connections.
for button in $Buttons.get_children():
button.pressed.connect(_on_pressed.bind(button))
func _on_pressed(button):
print(button.name, " was pressed")
void disconnect(callable: Callable) 🔗
Disconnects this signal from the specified Callable. If the connection does not exist, generates an error. Use is_connected to make sure that the connection exists.
void emit(…) vararg const 🔗
Emits this signal. All Callables connected to this signal will be triggered. This method supports a variable number of arguments, so parameters can be passed as a comma separated list.
Array get_connections() const 🔗
Returns an Array of connections for this signal. Each connection is represented as a Dictionary that contains three entries:
signal
is a reference to this signal;callable
is a reference to the connected Callable;flags
is a combination of ConnectFlags.
StringName get_name() const 🔗
Returns the name of this signal.
Returns the object emitting this signal.
Returns the ID of the object emitting this signal (see Object.get_instance_id).
bool is_connected(callable: Callable) const 🔗
Returns true
if the specified Callable is connected to this signal.
Returns true
if the signal’s name does not exist in its object, or the object is not valid.
Operator Descriptions
bool operator !=(right: Signal) 🔗
Returns true
if the signals do not share the same object and name.
bool operator ==(right: Signal) 🔗
Returns true
if both signals share the same object and name.
User-contributed notes
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