Merge pull request #9546 from Piralein/setbranch

Extract remaining changes from setget/annotation update PR's
This commit is contained in:
Max Hilbrunner
2024-06-28 00:04:07 +02:00
committed by GitHub
4 changed files with 5 additions and 5 deletions

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@@ -240,7 +240,7 @@ tree structures.
class_name TreeNode
var _parent: TreeNode = null
var _children: = [] setget
var _children := []
func _notification(p_what):
match p_what:
@@ -283,7 +283,7 @@ Enumerations: int vs. string
Most languages offer an enumeration type option. GDScript is no different, but
unlike most other languages, it allows one to use either integers or strings for
the enum values (the latter only when using the ``export`` keyword in GDScript).
the enum values (the latter only when using the ``@export_enum`` annotation in GDScript).
The question then arises, "which should one use?"
The short answer is, "whichever you are more comfortable with." This

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@@ -119,7 +119,7 @@ consider:
in exceptional cases, one may wish not to do this:
1. If the 'imported' class is liable to change, then it should be a property
instead, initialized either using an ``export`` or a ``load()`` (and
instead, initialized either using an ``@export`` or a ``load()`` (and
perhaps not even initialized until later).
2. If the script requires a great many dependencies, and one does not wish

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@@ -2061,7 +2061,7 @@ Example::
.. note::
Unlike ``setget`` in previous Godot versions, the properties setter and getter are **always** called (except as noted below),
Unlike ``setget`` in previous Godot versions, ``set`` and ``get`` methods are **always** called (except as noted below),
even when accessed inside the same class (with or without prefixing with ``self.``). This makes the behavior
consistent. If you need direct access to the value, use another variable for direct access and make the property
code use that name.

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@@ -843,7 +843,7 @@ variables, in that order.
.. note::
The GDScript compiler evaluates onready variables right before the ``_ready``
GDScript evaluates ``@onready`` variables right before the ``_ready``
callback. You can use that to cache node dependencies, that is to say, to get
child nodes in the scene that your class relies on. This is what the example
above shows.