diff --git a/tutorials/best_practices/scene_organization.rst b/tutorials/best_practices/scene_organization.rst index 15440fe8d..58d87d968 100644 --- a/tutorials/best_practices/scene_organization.rst +++ b/tutorials/best_practices/scene_organization.rst @@ -59,7 +59,7 @@ initialize it: $Child.signal_name.connect(method_on_the_object) # Child - signal_name.emit() # Triggers parent-defined behavior. + signal_name.emit() # Triggers parent-specified behavior. .. code-tab:: csharp @@ -67,7 +67,7 @@ initialize it: GetNode("Child").Connect("SignalName", Callable.From(ObjectWithMethod.MethodOnTheObject)); // Child - EmitSignal("SignalName"); // Triggers parent-defined behavior. + EmitSignal("SignalName"); // Triggers parent-specified behavior. .. code-tab:: cpp C++ @@ -80,7 +80,7 @@ initialize it: } // Child - emit_signal("signal_name"); // Triggers parent-defined behavior. + emit_signal("signal_name"); // Triggers parent-specified behavior. 2. Call a method. Used to start behavior. @@ -91,7 +91,7 @@ initialize it: $Child.method_name = "do" # Child, assuming it has String property 'method_name' and method 'do'. - call(method_name) # Call parent-defined method (which child must own). + call(method_name) # Call parent-specified method (which child must own). .. code-tab:: csharp @@ -99,7 +99,7 @@ initialize it: GetNode("Child").Set("MethodName", "Do"); // Child - Call(MethodName); // Call parent-defined method (which child must own). + Call(MethodName); // Call parent-specified method (which child must own). .. code-tab:: cpp C++ @@ -110,7 +110,7 @@ initialize it: } // Child - call(method_name); // Call parent-defined method (which child must own). + call(method_name); // Call parent-specified method (which child must own). 3. Initialize a :ref:`Callable ` property. Safer than a method as ownership of the method is unnecessary. Used to start behavior. @@ -122,7 +122,7 @@ initialize it: $Child.func_property = object_with_method.method_on_the_object # Child - func_property.call() # Call parent-defined method (can come from anywhere). + func_property.call() # Call parent-specified method (can come from anywhere). .. code-tab:: csharp @@ -130,7 +130,7 @@ initialize it: GetNode("Child").Set("FuncProperty", Callable.From(ObjectWithMethod.MethodOnTheObject)); // Child - FuncProperty.Call(); // Call parent-defined method (can come from anywhere). + FuncProperty.Call(); // Call parent-specified method (can come from anywhere). .. code-tab:: cpp C++ @@ -141,7 +141,7 @@ initialize it: } // Child - func_property.call(); // Call parent-defined method (can come from anywhere). + func_property.call(); // Call parent-specified method (can come from anywhere). 4. Initialize a Node or other Object reference. @@ -152,7 +152,7 @@ initialize it: $Child.target = self # Child - print(target) # Use parent-defined node. + print(target) # Use parent-specified node. .. code-tab:: csharp @@ -160,7 +160,7 @@ initialize it: GetNode("Child").Set("Target", this); // Child - GD.Print(Target); // Use parent-defined node. + GD.Print(Target); // Use parent-specified node. .. code-tab:: cpp C++ @@ -182,7 +182,7 @@ initialize it: $Child.target_path = ".." # Child - get_node(target_path) # Use parent-defined NodePath. + get_node(target_path) # Use parent-specified NodePath. .. code-tab:: csharp @@ -190,7 +190,7 @@ initialize it: GetNode("Child").Set("TargetPath", NodePath("..")); // Child - GetNode(TargetPath); // Use parent-defined NodePath. + GetNode(TargetPath); // Use parent-specified NodePath. .. code-tab:: cpp C++ @@ -201,7 +201,7 @@ initialize it: } // Child - get_node(target_path); // Use parent-defined NodePath. + get_node(target_path); // Use parent-specified NodePath. These options hide the points of access from the child node. This in turn keeps the child **loosely coupled** to its environment. You can reuse it @@ -265,7 +265,7 @@ in another context without any extra changes to its API. GDCLASS(Left, Node) protected: - static void _bind_methods() {} + static void _bind_methods() {} public: Node *target = nullptr; @@ -389,8 +389,8 @@ If you have a system that... to swap out the main scene's content. This structure more or less keeps the "World" as the main game node. - Any GUI would also need to be either a singleton, a transitory part of the - "World", or manually added as a direct child of the root. Otherwise, the + Any GUI would also need to be either a singleton, a transitory part of the + "World", or manually added as a direct child of the root. Otherwise, the GUI nodes would also delete themselves during scene transitions. If you have systems that modify other systems' data, you should define those as