Created
December 5, 2023 15:33
-
-
Save WolfgangSenff/d7e192734c2c5675002b0708523b18ff to your computer and use it in GitHub Desktop.
Binding arguments in GDScript
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
func _ready() -> void: | |
$AnimationPlayer.animation_finished.connect(_on_animation_finished.bind(func(): $StateMachine.change_to($StateMachine/JumpState))) | |
# Above will add an extra argument to the function when animation_finished is emitted that's equal to the Callable in this case. | |
# The callable is used below. Note the change in signature to the function for the signal. | |
func _on_animation_finished(anim: String, on_complete: Callable) -> void: | |
on_complete.call() # This ensures that the func() we passed in on line 2 is executed only after an animation is finished. | |
# You might want this if, for example, you have a longer "start" to an animation, but the part which repeats is | |
# a separate animation. I use this for when a special attack has a "wind-up", but the wind-up isn't part of | |
# the repeated animation. |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment