diff --git a/getting_started/scripting/c_sharp/c_sharp_features.rst b/getting_started/scripting/c_sharp/c_sharp_features.rst index 6adb75ce8..05a691164 100644 --- a/getting_started/scripting/c_sharp/c_sharp_features.rst +++ b/getting_started/scripting/c_sharp/c_sharp_features.rst @@ -40,7 +40,7 @@ and for this reason it cannot be used with value types. Sprite mySprite = GetNode("MySprite") as Sprite; // Only call SetFrame() is mySprite is not null - mySprite?.SetFrame(0);; + mySprite?.SetFrame(0); **Type checking using the IS operator** @@ -120,10 +120,10 @@ It is possible to bind values when establishing a connection by passing an objec public void SomeFunction() { var plusButton = (Button)GetNode("PlusButton"); - var minusButton = (Button)GetNode("MunusButton"); + var minusButton = (Button)GetNode("MinusButton"); - plusButton.Connect("pressed", this, "ModifyValue", new object[] { 1 }) - minusButton.Connect("pressed", this, "ModifyValue", new object[] { -1 }) + plusButton.Connect("pressed", this, "ModifyValue", new object[] { 1 }); + minusButton.Connect("pressed", this, "ModifyValue", new object[] { -1 }); } Signals support parameters and bound values of all the `built-in types `_ and Classes derived from :ref:`Godot.Object `.