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C#: Can't bind extra arguments to callable #77799
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See the docs on this exact question: https://docs.godotengine.org/en/stable/tutorials/scripting/c_sharp/c_sharp_differences.html#callable |
@RedworkDE thanks to pointing me to the right documentation ;)
Signals without arguments are successful delegated to OnSignalEmitted#A. I experimented with some convenience methods of |
@raulsntos Can you please take a look at my comments? |
any help is appreciated, it blocks me to build the signal monitor |
If you need rapid response please turn to the other community channels, people have their own schedules and priorities with their time. |
sorry I did not mean to rush anyone |
ok this issue can be closed i need to react on the signal argument count to build the callable
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Godot version
v4.0.3.stable.mono.official.5222a99f5
System information
ALL
Issue description
I want to collect all emitted signals with his arguments plus my custom arguments.
Before there was a
Bind
method to add extra argument to the Callable but this is removed by #64930This makes me imposible to delegate signals by using the signal name with additonal arguments.
All the examples I have found use actions like in this example:
This is not an option for me i iterrate over all possible signals from a custom Godot object, i do not have the signal actions.
I want to delegate emitted signals of an object to this function (including emitter and signal name):
private void OnSignalEmitted(Godot.GodotObject emitter, string signalName, params Godot.GodotObject[] signalArgs)
Steps to reproduce
Here is the parial code of my SignalCollector.
Minimal reproduction project
N/A
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