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Attention |
Topic was automatically imported from the old Question2Answer platform. |
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Asked By |
Zylann |
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Old Version |
Published before Godot 3 was released. |
extends "cannon_base.gd"
# Override
func catch(avatar):
# How can I call the base function from cannon_base?
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Reply From: |
Hinsbart |
From GDScript reference — Godot Engine (latest) documentation in English
To call a function in a base class (i.e. one extend-ed in your current class), prepend . to the function name:
.basefunc(args)
So it’s
func catch(avatar):
.catch(avatar)
Beware the note on that docs page:
Default functions like _init
, and most notifications such as _enter_tree
, _exit_tree
, _process
, _physics_process
, etc. are called in all parent classes automatically. There is no need to call them explicitly when overloading them.
idbrii | 2022-12-23 00:41
This information is all accurate for Godot 3, but in Godot 4 this information has changed.
From https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_basics.html:
To call a function in a super class (i.e. one extend-ed in your current class), use the super keyword:
super(args)
Additionally in Godot 4, default functions are no longer called in all parent classes automatically. You must call them explicitly when overloading them.
Poobslag | 2023-06-19 14:01