@@ -2439,20 +2439,19 @@ arguments when you emit signals; it's up to you to emit the correct values.
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24402440.. image :: img/gdscript_basics_signals_node_tab_1.png
24412441
2442- GDScript can bind an array of values to connections between a signal
2443- and a method. When the signal is emitted, the callback method receives
2444- the bound values. These bound arguments are unique to each connection,
2445- and the values will stay the same .
2442+ You can also create copies of GDScript Callable objects which accept additional
2443+ arguments using :ref: ` Callable.bind() < class_Callable_method_bind >`. This
2444+ allows you to add extra information to the connection if the emitted signal
2445+ itself doesn't give you access to all the data that you need .
24462446
2447- You can use this array of values to add extra constant information to the
2448- connection if the emitted signal itself doesn't give you access to all the data
2449- that you need.
2447+ When the signal is emitted, the callback method receives the bound values, in
2448+ addition to those provided by the signal.
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24512450Building on the example above, let's say we want to display a log of the damage
24522451taken by each character on the screen, like ``Player1 took 22 damage. ``. The
24532452``health_changed `` signal doesn't give us the name of the character that took
24542453damage. So when we connect the signal to the in-game console, we can add the
2455- character's name in the binds array argument ::
2454+ character's name using the bind method ::
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24572456 # game.gd
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@@ -2462,7 +2461,7 @@ character's name in the binds array argument::
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24632462 character_node.health_changed.connect(battle_log_node._on_Character_health_changed.bind(character_node.name))
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2465- Our ``BattleLog `` node receives each element in the binds array as an extra argument::
2464+ Our ``BattleLog `` node receives each bound element as an extra argument::
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24672466 # battle_log.gd
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