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Merge pull request #10659 from tetrapod00/doc-not-toc
Update links to C# and GDScript sections
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@@ -451,16 +451,16 @@ Scripting
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- Support for :ref:`cross-language scripting <doc_cross_language_scripting>`.
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- Many 2D, 3D and 4D linear algebra data types such as vectors and transforms.
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:ref:`GDScript: <toc-learn-scripting-gdscript>`
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:ref:`GDScript: <doc_gdscript>`
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- :ref:`High-level interpreted language <doc_gdscript>` with
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- :ref:`High-level interpreted language <doc_gdscript_reference>` with
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:ref:`optional static typing <doc_gdscript_static_typing>`.
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- Syntax inspired by Python. However, GDScript is **not** based on Python.
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- Syntax highlighting is provided on GitHub.
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- :ref:`Use threads <doc_using_multiple_threads>` to perform asynchronous actions
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or make use of multiple processor cores.
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:ref:`C#: <toc-learn-scripting-C#>`
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:ref:`C#: <doc_c_sharp>`
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- Packaged in a separate binary to keep file sizes and dependencies down.
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- Supports .NET 8 and higher.
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@@ -71,9 +71,9 @@ Programming languages
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Let's talk about the available programming languages.
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You can code your games using :ref:`GDScript <toc-learn-scripting-gdscript>`, a
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You can code your games using :ref:`GDScript <doc_gdscript>`, a
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Godot-specific and tightly integrated language with a lightweight syntax, or
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:ref:`C# <toc-learn-scripting-C#>`, which is popular in the games industry.
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:ref:`C# <doc_c_sharp>`, which is popular in the games industry.
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These are the two main scripting languages we support.
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With the GDExtension technology, you can also write
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@@ -29,9 +29,8 @@ another tab of each codeblock for convenience.
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.. image:: img/scripting_first_script_rotating_godot.gif
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.. seealso:: To learn more about GDScript, its keywords, and its syntax, head to
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the :ref:`GDScript reference<doc_gdscript>`.
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.. seealso:: To learn more about C#, head to the :ref:`C# basics <doc_c_sharp>` page.
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the :ref:`doc_gdscript` section. To learn more about C#,
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head to the :ref:`doc_c_sharp` section.
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Project setup
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-------------
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@@ -133,7 +133,7 @@ officially supported .NET option.
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Android and iOS platform support is available as of Godot 4.2, but is
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experimental and :ref:`some limitations apply <doc_c_sharp_platforms>`.
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.. seealso:: To learn more about C#, head to the :ref:`C# basics <doc_c_sharp>` page.
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.. seealso:: To learn more about C#, head to the :ref:`doc_c_sharp` section.
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C++ via GDExtension
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~~~~~~~~~~~~~~~~~~~
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@@ -170,7 +170,7 @@ code, consider moving those calculations to a faster language.
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GDScript
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~~~~~~~~
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:ref:`GDScript <toc-learn-scripting-gdscript>` is designed to be easy to use and iterate,
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:ref:`GDScript <doc_gdscript>` is designed to be easy to use and iterate,
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and is ideal for making many types of games. However, in this language, ease of
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use is considered more important than performance. If you need to make heavy
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calculations, consider moving some of your project to one of the other
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@@ -179,7 +179,7 @@ languages.
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C#
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~~
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:ref:`C# <toc-learn-scripting-C#>` is popular and has first-class support in Godot. It
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:ref:`C# <doc_c_sharp>` is popular and has first-class support in Godot. It
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offers a good compromise between speed and ease of use. Beware of possible
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garbage collection pauses and leaks that can occur during gameplay, though. A
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common approach to workaround issues with garbage collection is to use *object
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@@ -1,5 +1,3 @@
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.. _doc_c_sharp:
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C# basics
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=========
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@@ -1,10 +1,13 @@
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:allow_comments: False
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.. _doc_c_sharp:
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C#/.NET
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=======
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C# is a high-level programming language developed by Microsoft. Godot supports
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C# as an option for a scripting language, alongside Godot's own :ref:`GDScript<toc-learn-scripting-gdscript>`.
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C# as an option for a scripting language, alongside Godot's own
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:ref:`GDScript <doc_gdscript>`.
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The standard Godot executable does not contain C# support out of the box. Instead,
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to enable C# support for your project you need to `download a .NET version <https://godotengine.org/download/>`_
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@@ -166,7 +166,8 @@ and :ref:`GodotObject.Set() <class_Object_method_set>`. The first argument is th
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Keep in mind that when setting a field value you should only use types the
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GDScript side knows about.
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Essentially, you want to work with built-in types as described in :ref:`doc_gdscript` or classes extending :ref:`class_Object`.
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Essentially, you want to work with built-in types as described in
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:ref:`doc_gdscript_builtin_types` or classes extending :ref:`class_Object`.
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Calling methods
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---------------
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@@ -1,4 +1,4 @@
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.. _doc_gdscript:
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.. _doc_gdscript_reference:
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GDScript reference
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==================
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@@ -838,7 +838,7 @@ first line of the script.
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Follow with the optional ``@icon`` then the ``class_name`` if necessary. You can turn a
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GDScript file into a global type in your project using ``class_name``. For more
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information, see :ref:`doc_gdscript`.
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information, see :ref:`doc_gdscript_basics_class_name`.
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Then, add the ``extends`` keyword if the class extends a built-in type.
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@@ -1,5 +1,7 @@
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:allow_comments: False
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.. _doc_gdscript:
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GDScript
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========
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