Fix invalid JSON in Custom resource format loaders (#3236)

Comments aren't allowed in JSON, so the note must be put outside
the example.
This commit is contained in:
Hugo Locurcio
2020-03-10 10:37:58 +01:00
committed by GitHub
parent 3f360ce5dd
commit 63bea370f4

View File

@@ -126,7 +126,7 @@ If you'd like to be able to edit and save a resource, you can implement a Resour
virtual void get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const;
};
#endif // RESOURCE_SAVER_JSON_H
.. code:: cpp
/* resource_saver_json.cpp */
@@ -150,7 +150,7 @@ If you'd like to be able to edit and save a resource, you can implement a Resour
if (Object::cast_to<JsonResource>(*p_resource))
p_extensions->push_back("json");
}
Creating custom data types
--------------------------
@@ -158,7 +158,7 @@ Godot may not have a proper substitute within its :ref:`doc_core_types`
or managed resources. Godot needs a new registered data type to
understand additional binary formats such as machine learning models.
Here is an example of how to create a custom datatype
Here is an example of creating a custom datatype:
.. code-block:: cpp
@@ -352,11 +352,13 @@ References
Loading it on GDScript
----------------------
Save a file called ``demo.json`` with the following contents and place it in the
project's root folder:
.. code-block:: json
/* example .json file */
{
"savefilename" : "demo.json",
"savefilename": "demo.json",
"demo": [
"welcome",
"to",
@@ -366,7 +368,7 @@ Loading it on GDScript
]
}
::
Then attach the following script to any node::
extends Node