Edit the scripting section

Misc grammar fixes, improvements to phrasing, and more.

Co-authored-by: balloonpopper <5151242+balloonpopper@users.noreply.github.com>
This commit is contained in:
Nathan Lovato
2020-11-10 08:18:44 -06:00
parent 5450fa236c
commit 85b8565cef
8 changed files with 33 additions and 33 deletions

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@@ -1068,10 +1068,10 @@ path. For example, if you name a script file ``character.gd``::
Registering named classes
~~~~~~~~~~~~~~~~~~~~~~~~~
Instead, you can give your class a name to register it as a new type in Godot's
editor. For that, you use the ``class_name`` keyword. You can add an
optional comma followed by a path to an image, to use it as an icon. Your class
will then appear with its new icon in the editor::
You can give your class a name to register it as a new type in Godot's
editor. For that, you use the ``class_name`` keyword. You can optionally use
the ``@icon`` annotation with a path to an image, to use it as an icon. Your
class will then appear with its new icon in the editor::
# Item.gd

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@@ -107,7 +107,7 @@ Currently you can use three types of… types:
1. :ref:`Built-in <doc_gdscript_builtin_types>`
2. Core classes and nodes (``Object``, ``Node``, ``Area2D``,
``Camera2D``, etc.)
3. Your own, custom classes. Look at the new :ref:`class_name <doc_gdscript_basics_class_name>`
3. Your own custom classes. Look at the new :ref:`class_name <doc_gdscript_basics_class_name>`
feature to register types in the editor.
.. note::