Godot::BoundSignal
Inherits Reference < Object
Represents a signal bound to a specific Godot object instance.
Enables first-class signal handling, inspection, connection, emission, and non-blocking await.
Examples:
await(enemy.died)
await(enemy.died, timeout_sec: 2.0)
enemy.died.await
enemy.health_changed.connect { |cur, max| puts "Health: #{cur}/#{max}" }
Constructors
Instance methods
Cooperatively awaits this signal without blocking the engine main loop. Returns the emitted arguments as an Array(Variant).
Cooperatively awaits this signal with timeout in seconds
connect(flags : ConnectFlags = ConnectFlags::None, callback : Proc(Array(Variant), Void) | Nil = nil) : SignalSubscription
Connects a callback proc to this signal
connect(flags : ConnectFlags = ConnectFlags::None, &block : Array(Variant) -> Void) : SignalSubscription
Connects a callback block to this signal
connect(listener_target : Godot::Object, method_name : Symbol, flags : ConnectFlags = ConnectFlags::None) : SignalSubscription
Connects this signal to a method call on a target object by symbol name
name
Sourcetarget
Sourcetarget_id
Returns the target's 64-bit instance ID (or Crystal object_id for unparented Crystal nodes)
to_s(io : IO) : Void
Appends a short String representation of this object which includes its class name and its object address.
class Person
def initialize(@name : String, @age : Int32)
end
end
Person.new("John", 32).to_s # => #<Person:0x10a199f20>