mirror of
https://github.com/stan220/godot-docs.git
synced 2026-09-08 18:29:11 +00:00
Remove logs folders from ui demos
fix broken links on the ui life bar code tutorial
This commit is contained in:
Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -53,7 +53,7 @@ To do this, we will use **signals**.
|
||||
.. note::
|
||||
|
||||
Signals are Godot's version of the Observer pattern. They allow us to send out some message. Other nodes can connect to the object that **emits** the signal and receive the information. It's a powerful tool we use a lot for User Interface and achievement systems. You don't want to use them everywhere though. Connecting two nodes adds some coupling between them. When there's a lot of connections, they become hard to manage.
|
||||
For more information on check out the [ signals video tutorial ](https://youtu.be/l0BkQxF7X3E) on GDquest.
|
||||
For more information on check out the `signals video tutorial <https://youtu.be/l0BkQxF7X3E>`_ on GDquest.
|
||||
|
||||
Download and explore the start project
|
||||
--------------------------------------
|
||||
@@ -193,8 +193,8 @@ of information. And you will update the state of your connected node
|
||||
.. note::
|
||||
|
||||
The Observer pattern, that signals derive from, still adds a bit of coupling between node branches. But it's generally lighter and more secure than accessing nodes directly to communicate between two separate classes. It can be okay for a parent node to get values from its children. But you'll want to favor signals if you're working with two separate branches.
|
||||
Read Game Programming Patterns for more information on the [ Observer pattern ](http://gameprogrammingpatterns.com/observer.html).
|
||||
The [ full book ](http://gameprogrammingpatterns.com/contents.html) is available online for free.
|
||||
Read Game Programming Patterns for more information on the `Observer pattern <http://gameprogrammingpatterns.com/observer.html>`_.
|
||||
The `full book <http://gameprogrammingpatterns.com/contents.html>`_ is available online for free.
|
||||
|
||||
With this in mind let's connect the ``GUI`` to the ``Player``. Click on
|
||||
the ``Player`` node in the scene dock to select it. Head down to the
|
||||
@@ -240,7 +240,7 @@ at the bottom of the window. Godot creates the method inside the ``GUI``
|
||||
node. The script editor opens with the cursor inside a new
|
||||
``_on_player_health_changed`` function.
|
||||
|
||||
.. note::
|
||||
.. note::
|
||||
|
||||
When you connect nodes from the editor, Godot generates a
|
||||
method name with the following pattern: ``_on_EmitterName_signal_name``.
|
||||
@@ -294,7 +294,7 @@ This method needs to:
|
||||
number_label.text = str(new_value)
|
||||
bar.value = new_value
|
||||
|
||||
.. tip::
|
||||
.. tip::
|
||||
|
||||
``str`` is a built-in function that converts about any value to
|
||||
text. ``Number``'s ``text`` property requires a string so we can't
|
||||
|
||||
Reference in New Issue
Block a user