Improve grammar in Overridable functions (#8193)

This commit is contained in:
Steven Le Boëdec
2023-11-09 19:43:22 +09:00
committed by Max Hilbrunner
parent cf1705f52f
commit 964c82e8d6

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@@ -12,7 +12,7 @@ This document presents the ones you'll use most often.
notifications system. To learn more about it, see notifications system. To learn more about it, see
:ref:`doc_godot_notifications`. :ref:`doc_godot_notifications`.
Two functions allow you to initialize and get nodes, besides the class's Two functions allow you to initialize and get nodes besides the class's
constructor: ``_enter_tree()`` and ``_ready()``. constructor: ``_enter_tree()`` and ``_ready()``.
When the node enters the Scene Tree, it becomes active and the engine calls its When the node enters the Scene Tree, it becomes active and the engine calls its
@@ -22,13 +22,13 @@ multiple times throughout a node's lifetime.
Most of the time, you'll use ``_ready()`` instead. This function is called only Most of the time, you'll use ``_ready()`` instead. This function is called only
once in a node's lifetime, after ``_enter_tree()``. ``_ready()`` ensures that all children once in a node's lifetime, after ``_enter_tree()``. ``_ready()`` ensures that all children
have entered the scene tree first, so you can safely call ``get_node()`` on it. have entered the scene tree first, so you can safely call ``get_node()`` on them.
.. seealso:: To learn more about getting node references, read .. seealso:: To learn more about getting node references, read
:ref:`doc_nodes_and_scene_instances`. :ref:`doc_nodes_and_scene_instances`.
Another related callback is ``_exit_tree()``, which the engine calls every time Another related callback is ``_exit_tree()``, which the engine calls every time
a node exits the scene tree. This can be when you call :ref:`Node.remove_child() a node is about to exit the scene tree. This can be when you call :ref:`Node.remove_child()
<class_Node_method_remove_child>` or when you free a node. <class_Node_method_remove_child>` or when you free a node.
.. tabs:: .. tabs::
@@ -76,7 +76,7 @@ information, read the dedicated documentation:
.. tabs:: .. tabs::
.. code-tab:: gdscript GDScript .. code-tab:: gdscript GDScript
# Called every frame, as often as possible. # Called every frame.
func _process(delta): func _process(delta):
pass pass
@@ -88,7 +88,7 @@ information, read the dedicated documentation:
public override void _Process(double delta) public override void _Process(double delta)
{ {
// Called every frame, as often as possible. // Called every frame.
base._Process(delta); base._Process(delta);
} }
@@ -116,7 +116,7 @@ To learn more about inputs in Godot, see the :ref:`Input section <toc-learn-feat
func _unhandled_input(event): func _unhandled_input(event):
pass pass
# Called once for every event, before _unhandled_input(), allowing you to # Called once for every event before _unhandled_input(), allowing you to
# consume some events. # consume some events.
func _input(event): func _input(event):
pass pass
@@ -129,7 +129,7 @@ To learn more about inputs in Godot, see the :ref:`Input section <toc-learn-feat
base._UnhandledInput(@event); base._UnhandledInput(@event);
} }
// Called once for every event, before _unhandled_input(), allowing you to // Called once for every event before _UnhandledInput(), allowing you to
// consume some events. // consume some events.
public override void _Input(InputEvent @event) public override void _Input(InputEvent @event)
{ {