+1 vote

I have this code here:

   for c in self.get_children():
        if self.get_children().size() > 0:
            c.connect("body_entered", self,  "nextDialogue")

what I would like to know, is that if and how could I take the body_entered signal, and get the node of that area2d that was entered. I don't really need to know the body that entered it, just the area2d.

Bonus points: Is there a better way to trigger an event? each of my area2Ds have a string on them that lets me assign which event to start when the player enters that area. I'd love any feedback and/or a better idea!

Godot version 3.2.3 stable official
in Engine by (35 points)

I suppose something else if its possible, is if I can modify the existing body_entered signal so that I can also pass itself through code. I'd really like to be able to not spend a lot of time connecting code, or doing something complicated.

1 Answer

0 votes
Best answer

so i didn't expect this to work, but i simply did this in the connect statment:

c.connect("body_entered", self,  "nextDialogue", [c], CONNECT_ONESHOT)

and in my function nextDialogue():

func nextDialogue(body, c):
by (35 points)
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