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  • Disconnecting a signal from inside the listener
  • Thanks, that's exactly what I was looking for!

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  • Disconnecting a signal from inside the listener

    Hi everyone, first time posting here. I was going to go to Discord but thought it's better to ask somewhere that can turn up on search engines for future confused game devs.

    I've got a parameterised signal listener like this:

    ``` func _on_movement_to_exit_complete(character: Node2D): var f = func(): print("_on_movement_to_exit_complete: "+str(character)) var dungeon_tilemap: TileMap = dungeon_control.get_current_dungeon_tilemap() var party = dungeon_tilemap.get_node("Party") var initial_party = dungeon_control.get_parent().get_node("InitialParty")

    party.remove_child(character) initial_party.add_child(character)

    if party.get_child_count() == 0: for party_member in initial_party.get_children(): var tilemap_movement: TilemapMovement = party_member.get_node("TilemapMovement") print("Disconnecting movement finished listener for "+str(party_member)) tilemap_movement.disconnect("movement_finished", _on_movement_to_exit_complete(character))

    load_next_level()

    return f ```

    Basically, if all the party members have exited the level (and been removed from the 'party' node) I want to disconnect this movement_finished signal from _on_movement_to_exit_complete. But when I try this I get an error:

    E 0:00:07:0777 GameControl.gd:80 @ <anonymous lambda>(): Disconnecting nonexistent signal 'movement_finished', callable: <anonymous lambda>(lambda). <C++ Error> Condition "!s->slot_map.has(*p_callable.get_base_comparator())" is true. <C++ Source> core/object/object.cpp:1331 @ _disconnect() <Stack Trace> GameControl.gd:80 @ <anonymous lambda>() TilemapMovement.gd:23 @ _on_animation_finished()

    Why doesn't it think movement_finished exists? Is there something wrong with disconnecting signals from inside their listeners? And is there another way of doing this? (Maybe something like a signal that fires once then disconnects?)

    This is in Godot 4 by the way.

    Also, is there a way to make the posting box wider in the programming.dev web frontend? It's really hard to work with pasted code here!

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