Hello all!

Like most people I find myself a recent refugee from the Unity fiasco. I’ve been trying to prototype a project in Godot and I’ve been running into an issue I would think would be pretty easy to find a solution to as it seems to be a pretty fundamental building block of any project in Godot. Perhaps I’m misunderstanding how to accomplish this in Godot, but essentially I’m instantiating a number of tiles to be used for a grid system in my game. I want these tiles to be able to emit their index and transform values and then have other scripts pick this information up as needed. From what I’ve read signals are the way to do this, however whenever I try to send a signal with or without parameters nothing seems to happen. I seem to be able to connect to the signal just fine but the method doesn’t seem to be called.

Here’s an example of me defining the signal and then emitting it:

signal index_transform()

index_transform.emit()

And here’s how I am connecting and attempting to call the method in a secondary script:

func _ready() -> void:
	var hexGrid = get_node("/root/Main/Map/HexGrid")
	hexGrid.index_transform.connect(Callable(self, "_get_hex_index_transform"))

func _get_hex_index_transform():
	print("I'm Connected")

And when I’m passing parameters from what I understand I should only have to include the parameters like so:

signal index_transform(index, transform)

index_transform.emit(tile_index, tile_coordinates)
func _ready() -> void:
	var hexGrid = get_node("/root/Main/Map/HexGrid")
	hexGrid.index_transform.connect(Callable(self, "_get_hex_index_transform"))

func _get_hex_index_transform(index, transform):
	print("I'm Connected")
	print("INDEX: ", index," POS: ", transform)

However neither of these seem to work. What am I doing wrong?

  • crei0@mastodon.gamedev.place
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    1 year ago

    @plixel @Rodeo
    The way I’m doing in my game is by

    1. Using a Signals.gd script

    2. Add that script to Project settings > Autoload, this makes the script globally accessible (singleton)

    3. Then from the scene I want to send the signal, I do
      Signals.my_signal_was_triggered.emit()

    4. Then on the scene/node (can by multiple) I want to receive the signal emission, I do
      Signals.my_signal_was_triggered.connect(my_function)

    5. Create the function “my_function”

    • Rodeo
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      1 year ago

      This works but now your signals are not part of the class which they act for, and are also in global scope rather than scoped within the class they belong to.

      Generally it’s a good idea to keep everything in the smallest scope possible. But this can work for smaller projects where the total number of signals is manageable on its own.