[GDScript] Clarify initialization of enum values

This commit is contained in:
A Thousand Ships
2024-08-31 14:41:33 +02:00
parent 87812dcce7
commit 0686612e82

View File

@@ -1292,6 +1292,9 @@ a dictionary can also be used with a named enum.
# prints '[0, 5, 6]'
print(State.values())
If not assigning a value to a key of an enum it will be assigned the previous value plus one,
or ``0`` if it is the first entry in the enum. Multiple keys with the same value are allowed.
Functions
~~~~~~~~~
@@ -1897,9 +1900,9 @@ If you want to use ``extends`` too, you can keep both on the same line::
.. warning::
The Godot editor will hide these custom classes with names that begin with the prefix
"Editor" in the 'Create New Node' or 'Create New Scene' dialog windows. The classes
are available for instantiation at runtime via their class names, but are
automatically hidden by the editor windows along with the built-in editor nodes used
"Editor" in the 'Create New Node' or 'Create New Scene' dialog windows. The classes
are available for instantiation at runtime via their class names, but are
automatically hidden by the editor windows along with the built-in editor nodes used
by the Godot editor.
Inheritance