/
VisualScriptYieldSignal.hx
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VisualScriptYieldSignal.hx
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// Automatically generated Godot externs: DO NOT EDIT
// MIT licensed, see LICENSE.md
package godot;
import cs.system.*;
/**
`godot.VisualScriptYieldSignal` will pause the function execution until the provided signal is emitted.
**/
@:libType
@:csNative
@:native("Godot.VisualScriptYieldSignal")
@:autoBuild(godot.Godot.buildUserClass())
extern class VisualScriptYieldSignal extends godot.VisualScriptNode {
/**
The signal name to be waited for.
**/
@:native("Signal")
public var signal:std.String;
/**
The node path to use when `godot.VisualScriptYieldSignal.callMode` is set to `godot.VisualScriptYieldSignal_CallModeEnum.nodePath`.
**/
@:native("NodePath")
public var nodePath:godot.NodePath;
/**
The base type to be used when `godot.VisualScriptYieldSignal.callMode` is set to `godot.VisualScriptYieldSignal_CallModeEnum.instance`.
**/
@:native("BaseType")
public var baseType:std.String;
/**
`call_mode` determines the target object to wait for the signal emission. See `godot.VisualScriptYieldSignal_CallModeEnum` for options.
**/
@:native("CallMode")
public var callMode:godot.VisualScriptYieldSignal_CallModeEnum;
@:native("new")
public function new():Void;
@:native("SetBaseType")
public function setBaseType(baseType:std.String):Void;
@:native("GetBaseType")
public function getBaseType():std.String;
@:native("SetSignal")
public function setSignal(signal:std.String):Void;
@:native("GetSignal")
public function getSignal():std.String;
@:native("SetCallMode")
public function setCallMode(mode:godot.VisualScriptYieldSignal_CallModeEnum):Void;
@:native("GetCallMode")
public function getCallMode():godot.VisualScriptYieldSignal_CallModeEnum;
@:native("SetBasePath")
public function setBasePath(basePath:godot.NodePath):Void;
@:native("GetBasePath")
public function getBasePath():godot.NodePath;
}