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GDScript: remove references to 2.2+ version
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@@ -75,7 +75,7 @@ here's a simple example of how GDScript looks.
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const answer = 42
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const thename = "Charly"
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# enums (Godot 2.2+)
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# enums
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enum {UNIT_NEUTRAL, UNIT_ENEMY, UNIT_ALLY}
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enum Named {THING_1, THING_2, ANOTHER_THING = -1}
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@@ -187,7 +187,7 @@ keywords are reserved words (tokens), they can't be used as identifiers.
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+------------+---------------------------------------------------------------------------------------------------------------+
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| const | Defines a constant. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| enum | Defines an enum. (Godot 2.2+) |
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| enum | Defines an enum. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| var | Defines a variable. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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@@ -241,7 +241,7 @@ The following is the list of supported operators and their precedence
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+---------------------------------------------------------------+-----------------------------------------+
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| ``or`` ``||`` | Boolean OR |
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+---------------------------------------------------------------+-----------------------------------------+
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| ``if x else`` | Ternary if/else (Godot 2.2+) |
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| ``if x else`` | Ternary if/else |
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+---------------------------------------------------------------+-----------------------------------------+
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| ``=`` ``+=`` ``-=`` ``*=`` ``/=`` ``%=`` ``&=`` ``|=`` | Assignment, Lowest Priority |
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+---------------------------------------------------------------+-----------------------------------------+
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@@ -531,8 +531,6 @@ expressions and must be assigned on initialization.
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Enums
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^^^^^
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*Note, only available in Godot 2.2 or higher.*
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Enums are basically a shorthand for constants, and are pretty useful if you
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want to assign consecutive integers to some constant.
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@@ -653,8 +651,7 @@ Short statements can be written on the same line as the condition::
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return x
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Sometimes you might want to assign a different initial value based on a
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boolean expression. In this case ternary-if expressions come in handy
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(Godot 2.2+)::
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boolean expression. In this case ternary-if expressions come in handy::
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var x = [true-value] if [expression] else [false-value]
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y += 3 if y < 10 else -1
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@@ -1312,13 +1309,13 @@ signal is received, execution will recommence. Here are some examples:
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::
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# Resume execution the next frame
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yield( get_tree(), "idle_frame" )
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yield(get_tree(), "idle_frame")
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# Resume execution when animation is done playing:
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yield( get_node("AnimationPlayer"), "finished" )
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yield(get_node("AnimationPlayer"), "finished")
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# Wait 5 seconds, then resume execution (Godot 2.2+)
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yield( get_tree().create_timer(5.0), "timeout" )
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# Wait 5 seconds, then resume execution
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yield(get_tree().create_timer(5.0), "timeout")
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Onready keyword
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~~~~~~~~~~~~~~~
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