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Improve grammar in Overridable functions (#8193)
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committed by
Max Hilbrunner
parent
cf1705f52f
commit
964c82e8d6
@@ -12,7 +12,7 @@ This document presents the ones you'll use most often.
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notifications system. To learn more about it, see
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notifications system. To learn more about it, see
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:ref:`doc_godot_notifications`.
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:ref:`doc_godot_notifications`.
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Two functions allow you to initialize and get nodes, besides the class's
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Two functions allow you to initialize and get nodes besides the class's
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constructor: ``_enter_tree()`` and ``_ready()``.
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constructor: ``_enter_tree()`` and ``_ready()``.
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When the node enters the Scene Tree, it becomes active and the engine calls its
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When the node enters the Scene Tree, it becomes active and the engine calls its
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@@ -22,13 +22,13 @@ multiple times throughout a node's lifetime.
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Most of the time, you'll use ``_ready()`` instead. This function is called only
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Most of the time, you'll use ``_ready()`` instead. This function is called only
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once in a node's lifetime, after ``_enter_tree()``. ``_ready()`` ensures that all children
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once in a node's lifetime, after ``_enter_tree()``. ``_ready()`` ensures that all children
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have entered the scene tree first, so you can safely call ``get_node()`` on it.
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have entered the scene tree first, so you can safely call ``get_node()`` on them.
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.. seealso:: To learn more about getting node references, read
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.. seealso:: To learn more about getting node references, read
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:ref:`doc_nodes_and_scene_instances`.
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:ref:`doc_nodes_and_scene_instances`.
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Another related callback is ``_exit_tree()``, which the engine calls every time
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Another related callback is ``_exit_tree()``, which the engine calls every time
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a node exits the scene tree. This can be when you call :ref:`Node.remove_child()
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a node is about to exit the scene tree. This can be when you call :ref:`Node.remove_child()
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<class_Node_method_remove_child>` or when you free a node.
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<class_Node_method_remove_child>` or when you free a node.
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.. tabs::
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.. tabs::
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@@ -76,7 +76,7 @@ information, read the dedicated documentation:
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.. tabs::
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.. tabs::
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.. code-tab:: gdscript GDScript
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.. code-tab:: gdscript GDScript
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# Called every frame, as often as possible.
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# Called every frame.
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func _process(delta):
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func _process(delta):
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pass
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pass
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@@ -88,7 +88,7 @@ information, read the dedicated documentation:
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public override void _Process(double delta)
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public override void _Process(double delta)
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{
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{
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// Called every frame, as often as possible.
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// Called every frame.
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base._Process(delta);
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base._Process(delta);
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}
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}
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@@ -116,7 +116,7 @@ To learn more about inputs in Godot, see the :ref:`Input section <toc-learn-feat
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func _unhandled_input(event):
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func _unhandled_input(event):
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pass
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pass
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# Called once for every event, before _unhandled_input(), allowing you to
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# Called once for every event before _unhandled_input(), allowing you to
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# consume some events.
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# consume some events.
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func _input(event):
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func _input(event):
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pass
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pass
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@@ -129,7 +129,7 @@ To learn more about inputs in Godot, see the :ref:`Input section <toc-learn-feat
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base._UnhandledInput(@event);
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base._UnhandledInput(@event);
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}
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}
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// Called once for every event, before _unhandled_input(), allowing you to
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// Called once for every event before _UnhandledInput(), allowing you to
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// consume some events.
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// consume some events.
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public override void _Input(InputEvent @event)
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public override void _Input(InputEvent @event)
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{
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{
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