Godot Version
4.3
Question
extends Control
signal avatar_selected(path: String)
signal blabla
u/onready var item_list = $VBoxContainer/ItemList
@onready var apply_button = $VBoxContainer/Button
var avatar_paths = []
func _ready():
blabla.emit()
apply_button.pressed.connect(self._on_button_pressed)
load_avatar_list()
#func _process(delta: float) -> void:
#blabla.emit()
func load_avatar_list():
var dir = DirAccess.open("res://VRM_Models")
if dir:
dir.list_dir_begin()
var file_name = dir.get_next()
while file_name != "":
if file_name.ends_with(".vrm"):
avatar_paths.append("res://VRM_Models/" + file_name)
item_list.add_item(file_name.get_basename())
file_name = dir.get_next()
func show_selector():
blabla.emit()
show()
func _on_button_pressed():
print("[button was pressed] CHARACTER BUTTON")
blabla.emit()
var selected_items = item_list.get_selected_items()
if selected_items.size() > 0:
var selected_index = selected_items[0]
var selected_path = avatar_paths[selected_index]
print("[AVATAR] avatar was selected: ", selected_path)
avatar_selected.emit(selected_path)
For some reason i can’t emit my custom signals in _on_button_pressed function, i wrote test blabla signal in orded to check if im doing everything right, it is being sended and catched if i emit in _ready and _process, but doesn’t if i try to emit signal from _on_button_pressed
_on_button_pressed function is working fine and is connected via nodes, i can see that it prints all the text it should in the output menu