Change DocData comparators for MethodDoc and ArgumentDoc to get a better ordering of constructors.
131 lines
3.9 KiB
XML
131 lines
3.9 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="bool" version="4.0">
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<brief_description>
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Boolean built-in type.
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</brief_description>
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<description>
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Boolean is a built-in type. There are two boolean values: [code]true[/code] and [code]false[/code]. You can think of it as an switch with on or off (1 or 0) setting. Booleans are used in programming for logic in condition statements, like [code]if[/code] statements.
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Booleans can be directly used in [code]if[/code] statements. The code below demonstrates this on the [code]if can_shoot:[/code] line. You don't need to use [code]== true[/code], you only need [code]if can_shoot:[/code]. Similarly, use [code]if not can_shoot:[/code] rather than [code]== false[/code].
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[codeblocks]
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[gdscript]
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var _can_shoot = true
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func shoot():
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if _can_shoot:
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pass # Perform shooting actions here.
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[/gdscript]
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[csharp]
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private bool _canShoot = true;
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public void Shoot()
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{
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if (_canShoot)
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{
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// Perform shooting actions here.
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}
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}
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[/csharp]
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[/codeblocks]
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The following code will only create a bullet if both conditions are met: action "shoot" is pressed and if [code]can_shoot[/code] is [code]true[/code].
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[b]Note:[/b] [code]Input.is_action_pressed("shoot")[/code] is also a boolean that is [code]true[/code] when "shoot" is pressed and [code]false[/code] when "shoot" isn't pressed.
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[codeblocks]
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[gdscript]
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var _can_shoot = true
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func shoot():
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if _can_shoot and Input.is_action_pressed("shoot"):
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create_bullet()
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[/gdscript]
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[csharp]
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private bool _canShoot = true;
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public void Shoot()
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{
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if (_canShoot && Input.IsActionPressed("shoot"))
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{
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CreateBullet();
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}
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}
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[/csharp]
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[/codeblocks]
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The following code will set [code]can_shoot[/code] to [code]false[/code] and start a timer. This will prevent player from shooting until the timer runs out. Next [code]can_shoot[/code] will be set to [code]true[/code] again allowing player to shoot once again.
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[gdscript]
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var _can_shoot = true
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onready var _cool_down = $CoolDownTimer
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func shoot():
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if _can_shoot and Input.is_action_pressed("shoot"):
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create_bullet()
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_can_shoot = false
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_cool_down.start()
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func _on_CoolDownTimer_timeout():
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_can_shoot = true
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[/gdscript]
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[csharp]
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private bool _canShoot = true;
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private Timer _coolDown;
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public override void _Ready()
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{
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_coolDown = GetNode<Timer>("CoolDownTimer");
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}
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public void Shoot()
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{
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if (_canShoot && Input.IsActionPressed("shoot"))
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{
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CreateBullet();
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_canShoot = false;
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_coolDown.Start();
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}
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}
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public void OnCoolDownTimerTimeout()
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{
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_canShoot = true;
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}
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[/csharp]
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[/codeblocks]
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="bool">
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<return type="bool">
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</return>
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<description>
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Constructs a default-initialized [bool] set to [code]false[/code].
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</description>
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</method>
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<method name="bool">
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<return type="bool">
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</return>
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<argument index="0" name="from" type="bool">
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</argument>
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<description>
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Constructs a [bool] as a copy of the given [bool].
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</description>
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</method>
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<method name="bool">
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<return type="bool">
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</return>
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<argument index="0" name="from" type="float">
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</argument>
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<description>
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Cast a [float] value to a boolean value, this method will return [code]false[/code] if [code]0.0[/code] is passed in, and [code]true[/code] for all other floats.
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</description>
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</method>
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<method name="bool">
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<return type="bool">
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</return>
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<argument index="0" name="from" type="int">
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</argument>
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<description>
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Cast an [int] value to a boolean value, this method will return [code]false[/code] if [code]0[/code] is passed in, and [code]true[/code] for all other ints.
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</description>
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</method>
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</methods>
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<constants>
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</constants>
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</class>
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