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Update signals API: connect_obj() -> connect_other()
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dodge-the-creeps/rust/src/main_scene.rs

Lines changed: 5 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -46,33 +46,33 @@ impl INode for Main {
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self.player
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.signals()
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.hit()
49-
.connect_obj(&main, Self::game_over);
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.connect_other(&main, Self::game_over);
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// Connect Hud::start_game -> Main::new_game.
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self.hud
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.signals()
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.start_game()
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.connect_obj(&main, Self::new_game);
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.connect_other(&main, Self::new_game);
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// Connect Main.ScoreTimer::timeout -> Main::on_score_timer_timeout.
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self.score_timer()
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.signals()
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.timeout()
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.connect_obj(&main, Self::on_score_timer_timeout);
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.connect_other(&main, Self::on_score_timer_timeout);
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// Connect Main.MobTimer::timeout -> Main::on_mob_timer_timeout.
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self.mob_timer()
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.signals()
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.timeout()
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.connect_obj(&main, Self::on_mob_timer_timeout);
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.connect_other(&main, Self::on_mob_timer_timeout);
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// Main.StartTimer::timeout -> Main::on_start_timer_timeout is set up in the Editor's Inspector UI, but could be done here as well,
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// as follows. Note that signal handlers connected via Rust do not need a #[func] annotation, they can remain entirely visible to Godot.
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//
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// self.start_timer()
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// .signals()
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// .timeout()
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// .connect_obj(&main, Self::on_start_timer_timeout);
75+
// .connect_other(&main, Self::on_start_timer_timeout);
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}
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}
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