(3.x) Fix couple of missing # and // for comments in code examples

3.x backport of https://github.com/godotengine/godot-docs/pull/4360
This commit is contained in:
Micky
2022-04-29 12:43:46 +02:00
committed by GitHub
parent f394a0ac9e
commit fab3319fa4

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@@ -43,7 +43,7 @@ a node exits the scene tree. This can be when you call :ref:`Node.remove_child()
pass
# Called when the node is about to leave the scene tree, after all its
children received the _exit_tree() callback.
# children received the _exit_tree() callback.
func _exit_tree():
pass
@@ -62,7 +62,7 @@ a node exits the scene tree. This can be when you call :ref:`Node.remove_child()
}
// Called when the node is about to leave the scene tree, after all its
children.
// children.
public override void _ExitTree()
{
base._ExitTree();
@@ -117,7 +117,7 @@ To learn more about inputs in Godot, see the :ref:`Input section <toc-learn-feat
pass
# Called once for every event, before _unhandled_input(), allowing you to
consume some events.
# consume some events.
func _input(event):
pass
@@ -130,7 +130,7 @@ To learn more about inputs in Godot, see the :ref:`Input section <toc-learn-feat
}
// Called once for every event, before _unhandled_input(), allowing you to
consume some events.
// consume some events.
public override void _Input(InputEvent @event)
{
base._Input(event);