Add @ to onready annotated variables in examples

This commit is contained in:
Markus Sauermann
2022-02-04 19:33:10 +01:00
parent 551ab512ca
commit 57a9ef3fea
4 changed files with 15 additions and 15 deletions

View File

@@ -140,12 +140,12 @@ Nodes likewise have an alternative access point: the SceneTree.
print($Child)
# Fastest. Doesn't break if node moves later.
# Note that `onready` keyword is GDScript only.
# Note that `@onready` annotation is GDScript only.
# Other languages must do...
# var child
# func _ready():
# child = get_node("Child")
onready var child = $Child
@onready var child = $Child
func lookup_and_cache_for_future_access():
print(child)
@@ -469,7 +469,7 @@ accesses:
# parent.gd
extends Node
onready var child = $Child
@onready var child = $Child
func _ready():
child.fn = funcref(self, "print_me")

View File

@@ -543,7 +543,7 @@ Now we can implement our ``main.gd`` code:
extends Control
# load the Simple library
onready var data = preload("res://bin/simple.gdns").new()
@onready var data = preload("res://bin/simple.gdns").new()
func _on_Button_pressed():
$Label.text = "Data = " + data.get_data()

View File

@@ -38,8 +38,8 @@ Here is a complete class example based on these guidelines:
export var initial_state = NodePath()
var is_active = true setget set_is_active
onready var _state = get_node(initial_state) setget set_state
onready var _state_name = _state.name
@onready var _state = get_node(initial_state) setget set_state
@onready var _state_name = _state.name
func _init():
@@ -772,8 +772,8 @@ variables, in that order.
var _speed = 300.0
onready var sword = get_node("Sword")
onready var gun = get_node("Gun")
@onready var sword = get_node("Sword")
@onready var gun = get_node("Gun")
.. note::
@@ -887,7 +887,7 @@ should set the type explicitly.
::
onready var health_bar: ProgressBar = get_node("UI/LifeBar")
@onready var health_bar: ProgressBar = get_node("UI/LifeBar")
Alternatively, you can use the ``as`` keyword to cast the return type, and
that type will be used to infer the type of the var.
@@ -896,7 +896,7 @@ that type will be used to infer the type of the var.
::
onready var health_bar := get_node("UI/LifeBar") as ProgressBar
@onready var health_bar := get_node("UI/LifeBar") as ProgressBar
# health_bar will be typed as ProgressBar
This option is also considered more :ref:`type-safe<doc_gdscript_static_typing_safe_lines>` than the first.
@@ -909,4 +909,4 @@ This option is also considered more :ref:`type-safe<doc_gdscript_static_typing_s
# The compiler can't infer the exact type and will use Node
# instead of ProgressBar.
onready var health_bar := get_node("UI/LifeBar")
@onready var health_bar := get_node("UI/LifeBar")

View File

@@ -97,20 +97,20 @@ Syntactic sugar
~~~~~~~~~~~~~~~
You can use two shorthands to shorten your code in GDScript. Firstly, putting the
``onready`` keyword before a member variable makes it initialize right before
``@onready`` annotation before a member variable makes it initialize right before
the ``_ready()`` callback.
.. code-block:: gdscript
onready var sprite2d = get_node("Sprite2D")
@onready var sprite2d = get_node("Sprite2D")
There is also a short notation for ``get_node()``: the dollar sign, "$". You
place it before the name or path of the node you want to get.
.. code-block:: gdscript
onready var sprite2d = $Sprite2D
onready var tween = $ShieldBar/Tween
@onready var sprite2d = $Sprite2D
@onready var tween = $ShieldBar/Tween
Creating nodes
--------------