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Custom Signal variables do not show up in editor #8980

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ivanskodje opened this issue May 29, 2017 · 9 comments
Closed

Custom Signal variables do not show up in editor #8980

ivanskodje opened this issue May 29, 2017 · 9 comments

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@ivanskodje
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Operating system or device - Godot version:
3.0

Issue description:
When you create a custom signal on a script - it does not show indicate it take in any variables from within the editor.

This is somewhat related to #6120 - but for the editor view. :)

Steps to reproduce:
Create script with signal - that takes in variables.
Go to editor and check the Node -> Signals tab for the custom script.

There should be a variable, but nothing is shown.
image

@MarianoGnu
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Just checked and looks like this is already solved, can you confirm?

imagen

@akien-mga akien-mga added this to the 3.0 milestone Jun 24, 2017
@akien-mga
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Assuming fixed, please comment if it's not the case and we'll reopen the issue.

@ivanskodje
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Just recompiled Godot and the issue remains.
I have included a sample project:
Godot3Project.zip

@akien-mga akien-mga reopened this Jun 27, 2017
@vnen
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vnen commented Jun 27, 2017

It shows up after closing and reopening the scene.

EDIT: actually, it shows after re-selecting the node. It works the same way as 2.1 for me.

@erayerdin
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I'm having this issue with C#. Just applied this section.

@Calinou
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Calinou commented Apr 11, 2020

@erayerdin C# is a whole different beast compared to GDScript, so I'd suggest opening a new issue for this.

@kipnek
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kipnek commented Mar 8, 2024

I'm running into this issue right now
I created a HUD scene. I added a signal for a button in the gdscript (start game), and its not showing up in the signals menu for the HUD scene in the main scene.

main scene menu
scene_menu

signal list for main
signals_screen

code for my hud

#HUD scene gdscript
extends CanvasLayer

signal start_game

func update_score(value):
	$MarginContainer/Score.text = str(value)
	
func update_timer(value):
	$MarginContainer/Time.text = str(value)
	
func show_message(text):
	$Message.text = text
	$Message.show()
	$Timer.start()

# Called when the node enters the scene tree for the first time.
func _ready():
	pass # Replace with function body.


# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
	pass


func _on_timer_timeout():
	$Message.hide()


func _on_start_button_pressed():
	$StartButton.hide()
	$Message.hide()
	start_game.emit()
	
func show_game_over():
	show_message("Game Over")
	await $Timer.timeout
	$StartButton.show()
	$Message.text = "Coin Dash!"
	$Message.show()

I'm following a book so i may be doing something wrong

@surajsharma
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I'm running into this issue right now I created a HUD scene. I added a signal for a button in the gdscript (start game), and its not showing up in the signals menu for the HUD scene in the main scene.

main scene menu scene_menu

signal list for main signals_screen

code for my hud

#HUD scene gdscript
extends CanvasLayer

signal start_game

func update_score(value):
	$MarginContainer/Score.text = str(value)
	
func update_timer(value):
	$MarginContainer/Time.text = str(value)
	
func show_message(text):
	$Message.text = text
	$Message.show()
	$Timer.start()

# Called when the node enters the scene tree for the first time.
func _ready():
	pass # Replace with function body.


# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
	pass


func _on_timer_timeout():
	$Message.hide()


func _on_start_button_pressed():
	$StartButton.hide()
	$Message.hide()
	start_game.emit()
	
func show_game_over():
	show_message("Game Over")
	await $Timer.timeout
	$StartButton.show()
	$Message.text = "Coin Dash!"
	$Message.show()

I'm following a book so i may be doing something wrong

+1 i am following this book too! i have the identical issue pls open this

@akien-mga
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Please open a new issue. This was fixed in 2017, so the issue you have now is a new bug.

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