Small formatting fixes for the "Best Practices" section

This commit is contained in:
Michael Alexsander Silva Dias
2019-05-16 23:23:08 -03:00
parent 5f83a8aa1b
commit fcb174bc1b
3 changed files with 22 additions and 22 deletions

View File

@@ -240,7 +240,7 @@ tree structures.
func _notification(p_what):
match p_what:
NOTIFICATION_PREDELETE:
# destructor
# Destructor.
for a_child in _children:
a_child.free()

View File

@@ -21,13 +21,13 @@ is to get a reference to an existing object from another acquired instance.
.. tabs::
.. code-tab:: gdscript GDScript
var obj = node.object # Property access
var obj = node.get_object() # Method access
var obj = node.object # Property access.
var obj = node.get_object() # Method access.
.. code-tab:: csharp
Object obj = node.Object; // Property access
Object obj = node.GetObject(); // Method access
Object obj = node.Object; // Property access.
Object obj = node.GetObject(); // Method access.
The same principle applies for :ref:`Reference <class_Reference>` objects.
While users often access :ref:`Node <class_Node>` and
@@ -207,22 +207,22 @@ Nodes likewise have an alternative access point: the SceneTree.
public object Prop;
public void CallMeAfterPropIsInitializedByParent()
{
// Validate prop in one of three ways
// Validate prop in one of three ways.
// Fail with no notification
// Fail with no notification.
if (prop == null)
{
return;
}
// Fail with an error message
// Fail with an error message.
if (prop == null)
{
GD.PrintErr("'Prop' wasn't initialized");
return;
}
// Fail and terminate
// Fail and terminate.
Debug.Assert(Prop, "'Prop' wasn't initialized");
}
@@ -288,7 +288,7 @@ accesses:
.. tabs::
.. code-tab:: gdscript GDScript
# All Objects have duck-typed get, set, and call wrapper methods
# All Objects have duck-typed get, set, and call wrapper methods.
get_parent().set("visible", false)
# Using a symbol accessor, rather than a string in the method call,
@@ -317,7 +317,7 @@ accesses:
.. tabs::
.. code-tab:: gdscript GDScript
var child = GetChild(0)
var child = get_child(0)
# Dynamic lookup.
child.call("set_visible", false)
@@ -353,13 +353,13 @@ accesses:
# A "Quest" object exists and 1) that it can "complete" or "fail" and
# that it will have text available before and after each state...
# 1. Use a name
# 1. Use a name.
var quest = $Quest
print(quest.text)
quest.complete() # or quest.fail()
print(quest.text) # implied new text content
# 2. Use a group
# 2. Use a group.
for a_child in get_children():
if a_child.is_in_group("quest"):
print(quest.text)
@@ -374,10 +374,10 @@ accesses:
Node child = GetChild(0);
// Dynamic lookup
// Dynamic lookup.
child.Call("SetVisible", false);
// Dynamic lookup, checks for method existence first
// Dynamic lookup, checks for method existence first.
if (child.HasMethod("SetVisible"))
{
child.Call("SetVisible", false);
@@ -395,7 +395,7 @@ accesses:
child.Call("Reject");
}
// Cast check, followed by static lookup
// Cast check, followed by static lookup.
CanvasItem ci = GetParent() as CanvasItem;
if (ci != null)
{
@@ -419,13 +419,13 @@ accesses:
// A "Quest" object exists and 1) that it can "Complete" or "Fail" and
// that it will have Text available before and after each state...
// 1. Use a name
// 1. Use a name.
Node quest = GetNode("Quest");
GD.Print(quest.Get("Text"));
quest.Call("Complete"); // or "Fail".
GD.Print(quest.Get("Text")); // Implied new text content.
// 2. Use a group
// 2. Use a group.
foreach (Node AChild in GetChildren())
{
if (AChild.IsInGroup("quest"))

View File

@@ -30,8 +30,8 @@ either? Let's see an example:
# my_buildings.gd
extends Node
# (note how constant scripts/scenes have a different naming scheme than
# their property variants).
# Note how constant scripts/scenes have a different naming scheme than
# their property variants.
# This value is a constant, so it spawns when the Script object loads.
# The script is preloading the value. The advantage here is that the editor
@@ -73,14 +73,14 @@ either? Let's see an example:
// C# and other languages have no concept of "preloading".
public class MyBuildings : Node
{
//This is a read-only field, it can only be assigned when it's declared or during a constructor
//This is a read-only field, it can only be assigned when it's declared or during a constructor.
public readonly PackedScene Building = ResourceLoader.Load<PackedScene>("res://building.tscn");
public PackedScene ABuilding;
public override void _Ready()
{
// Can assign the value during initialization
// Can assign the value during initialization.
ABuilding = GD.Load<PackedScene>("res://office.tscn");
}
}