Merge pull request #73281 from Mickeon/doc-misc-oops
Slightly tweak `@GlobalScope` & `GDScript`'s documentation
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f9b043aad7
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@ -803,7 +803,8 @@
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Returns the result of [param base] raised to the power of [param exp].
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In GDScript, this is the equivalent of the [code]**[/code] operator.
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[codeblock]
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pow(2, 5) # Returns 32
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pow(2, 5) # Returns 32.0
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pow(4, 1.5) # Returns 8.0
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[/codeblock]
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</description>
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</method>
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@ -1287,14 +1288,14 @@
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Converts a formatted [param string] that was returned by [method var_to_str] to the original [Variant].
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[codeblocks]
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[gdscript]
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var a = '{ "a": 1, "b": 2 }' # a is a String
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var b = str_to_var(a) # b is a Dictionary
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print(b["a"]) # Prints 1
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var data = '{ "a": 1, "b": 2 }' # data is a String
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var dict = str_to_var(data) # dict is a Dictionary
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print(dict["a"]) # Prints 1
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[/gdscript]
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[csharp]
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string a = "{ \"a\": 1, \"b\": 2 }"; // a is a string
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var b = GD.StrToVar(a).AsGodotDictionary(); // b is a Dictionary
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GD.Print(b["a"]); // Prints 1
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string data = "{ \"a\": 1, \"b\": 2 }"; // data is a string
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var dict = GD.StrToVar(data).AsGodotDictionary(); // dict is a Dictionary
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GD.Print(dict["a"]); // Prints 1
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[/csharp]
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[/codeblocks]
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</description>
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@ -2272,7 +2273,7 @@
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Command (on macOS) or Meta/Windows key mask.
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</constant>
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<constant name="KEY_MASK_CTRL" value="268435456" enum="KeyModifierMask" is_bitfield="true">
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Ctrl key mask.
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Control key mask.
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</constant>
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<constant name="KEY_MASK_KPAD" value="536870912" enum="KeyModifierMask" is_bitfield="true">
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Keypad key mask.
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@ -2293,10 +2294,10 @@
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Middle mouse button.
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</constant>
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<constant name="MOUSE_BUTTON_WHEEL_UP" value="4" enum="MouseButton">
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Mouse wheel up.
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Mouse wheel scrolling up.
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</constant>
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<constant name="MOUSE_BUTTON_WHEEL_DOWN" value="5" enum="MouseButton">
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Mouse wheel down.
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Mouse wheel scrolling down.
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</constant>
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<constant name="MOUSE_BUTTON_WHEEL_LEFT" value="6" enum="MouseButton">
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Mouse wheel left button (only present on some mice).
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@ -2760,6 +2761,7 @@
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Hints that a string property is a password, and every character is replaced with the secret character.
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</constant>
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<constant name="PROPERTY_HINT_MAX" value="37" enum="PropertyHint">
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Represents the size of the [enum PropertyHint] enum.
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</constant>
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<constant name="PROPERTY_USAGE_NONE" value="0" enum="PropertyUsageFlags" is_bitfield="true">
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The property is not stored, and does not display in the editor. This is the default for non-exported properties.
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@ -4,7 +4,7 @@
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Built-in GDScript functions.
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</brief_description>
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<description>
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A list of GDScript-specific utility functions accessed in any script.
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A list of GDScript-specific utility functions and annotations accessible from any script.
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For the list of the global functions and constants see [@GlobalScope].
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</description>
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<tutorials>
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@ -20,7 +20,7 @@
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<description>
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Returns a [Color] constructed from red ([param r8]), green ([param g8]), blue ([param b8]), and optionally alpha ([param a8]) integer channels, each divided by [code]255.0[/code] for their final value.
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[codeblock]
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var red = Color8(255, 0, 0) # Same as Color(1, 0, 0)
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var red = Color8(255, 0, 0) # Same as Color(1, 0, 0).
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var dark_blue = Color8(0, 0, 51) # Same as Color(0, 0, 0.2).
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var my_color = Color8(306, 255, 0, 102) # Same as Color(1.2, 1, 0, 0.4).
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[/codeblock]
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@ -37,10 +37,10 @@
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[codeblock]
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# Imagine we always want speed to be between 0 and 20.
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var speed = -10
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assert(speed < 20) # True, the program will continue
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assert(speed >= 0) # False, the program will stop
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assert(speed >= 0 and speed < 20) # You can also combine the two conditional statements in one check
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assert(speed < 20, "the speed limit is 20") # Show a message
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assert(speed < 20) # True, the program will continue.
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assert(speed >= 0) # False, the program will stop.
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assert(speed >= 0 and speed < 20) # You can also combine the two conditional statements in one check.
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assert(speed < 20, "the speed limit is 20") # Show a message.
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[/codeblock]
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</description>
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</method>
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@ -140,7 +140,7 @@
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<param index="0" name="path" type="String" />
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<description>
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Returns a [Resource] from the filesystem located at the absolute [param path]. Unless it's already referenced elsewhere (such as in another script or in the scene), the resource is loaded from disk on function call, which might cause a slight delay, especially when loading large scenes. To avoid unnecessary delays when loading something multiple times, either store the resource in a variable or use [method preload].
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[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource in the FileSystem dock and choosing "Copy Path" or by dragging the file from the FileSystem dock into the script.
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[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource in the FileSystem dock and choosing "Copy Path", or by dragging the file from the FileSystem dock into the current script.
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[codeblock]
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# Load a scene called "main" located in the root of the project directory and cache it in a variable.
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var main = load("res://main.tscn") # main will contain a PackedScene resource.
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@ -155,7 +155,7 @@
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<param index="0" name="path" type="String" />
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<description>
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Returns a [Resource] from the filesystem located at [param path]. During run-time, the resource is loaded when the script is being parsed. This function effectively acts as a reference to that resource. Note that this function requires [param path] to be a constant [String]. If you want to load a resource from a dynamic/variable path, use [method load].
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[b]Note:[/b] Resource paths can be obtained by right clicking on a resource in the Assets Panel and choosing "Copy Path" or by dragging the file from the FileSystem dock into the script.
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[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource in the Assets Panel and choosing "Copy Path", or by dragging the file from the FileSystem dock into the current script.
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[codeblock]
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# Create instance of a scene.
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var diamond = preload("res://diamond.tscn").instantiate()
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@ -259,10 +259,12 @@
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<annotation name="@export">
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<return type="void" />
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<description>
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Mark the following property as exported (editable in the Inspector dock and saved to disk). To control the type of the exported property use the type hint notation.
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Mark the following property as exported (editable in the Inspector dock and saved to disk). To control the type of the exported property, use the type hint notation.
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[codeblock]
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@export var string = ""
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@export var int_number = 5
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@export var float_number: float = 5
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@export var image : Image
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[/codeblock]
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</description>
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</annotation>
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@ -273,20 +275,20 @@
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Define a new category for the following exported properties. This helps to organize properties in the Inspector dock.
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See also [constant PROPERTY_USAGE_CATEGORY].
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[codeblock]
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@export_category("My Properties")
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@export var number = 3
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@export var string = ""
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@export_category("Statistics")
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@export var hp = 30
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@export var speed = 1.25
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[/codeblock]
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[b]Note:[/b] Categories in the property list are supposed to indicate different base types, so the use of this annotation is not encouraged. See [annotation @export_group] and [annotation @export_subgroup] instead.
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[b]Note:[/b] Categories in the Inspector dock's list usually divide properties coming from different classes (Node, Node2D, Sprite, etc.). For better clarity, it's recommended to use [annotation @export_group] and [annotation @export_subgroup], instead.
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</description>
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</annotation>
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<annotation name="@export_color_no_alpha">
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<return type="void" />
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<description>
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Export a [Color] property without transparency (its alpha fixed as [code]1.0[/code]).
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Export a [Color] property without allowing its transparency ([member Color.a]) to be edited.
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See also [constant PROPERTY_HINT_COLOR_NO_ALPHA].
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[codeblock]
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@export_color_no_alpha var modulate_color: Color
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@export_color_no_alpha var dye_color : Color
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[/codeblock]
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</description>
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</annotation>
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@ -296,7 +298,7 @@
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Export a [String] property as a path to a directory. The path will be limited to the project folder and its subfolders. See [annotation @export_global_dir] to allow picking from the entire filesystem.
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See also [constant PROPERTY_HINT_DIR].
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[codeblock]
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@export_dir var sprite_folder: String
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@export_dir var sprite_folder_path: String
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[/codeblock]
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</description>
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</annotation>
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@ -343,8 +345,8 @@
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If [param filter] is provided, only matching files will be available for picking.
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See also [constant PROPERTY_HINT_FILE].
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[codeblock]
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@export_file var sound_effect_file: String
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@export_file("*.txt") var notes_file: String
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@export_file var sound_effect_path: String
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@export_file("*.txt") var notes_path: String
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[/codeblock]
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</description>
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</annotation>
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@ -436,10 +438,10 @@
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<annotation name="@export_global_dir">
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<return type="void" />
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<description>
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Export a [String] property as a path to a directory. The path can be picked from the entire filesystem. See [annotation @export_dir] to limit it to the project folder and its subfolders.
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Export a [String] property as an absolute path to a directory. The path can be picked from the entire filesystem. See [annotation @export_dir] to limit it to the project folder and its subfolders.
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See also [constant PROPERTY_HINT_GLOBAL_DIR].
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[codeblock]
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@export_global_dir var sprite_folder: String
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@export_global_dir var sprite_folder_path: String
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[/codeblock]
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</description>
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</annotation>
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@ -447,12 +449,12 @@
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<return type="void" />
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<param index="0" name="filter" type="String" default="""" />
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<description>
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Export a [String] property as a path to a file. The path can be picked from the entire filesystem. See [annotation @export_file] to limit it to the project folder and its subfolders.
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Export a [String] property as an absolute path to a file. The path can be picked from the entire filesystem. See [annotation @export_file] to limit it to the project folder and its subfolders.
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If [param filter] is provided, only matching files will be available for picking.
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See also [constant PROPERTY_HINT_GLOBAL_FILE].
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[codeblock]
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@export_global_file var sound_effect_file: String
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@export_global_file("*.txt") var notes_file: String
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@export_global_file var sound_effect_path: String
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@export_global_file("*.txt") var notes_path: String
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[/codeblock]
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</description>
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</annotation>
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Groups cannot be nested, use [annotation @export_subgroup] to add subgroups within groups.
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See also [constant PROPERTY_USAGE_GROUP].
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[codeblock]
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@export_group("My Properties")
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@export var number = 3
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@export var string = ""
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@export_group("Racer Properties")
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@export var nickname = "Nick"
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@export var age = 26
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@export_group("Prefixed Properties", "prefix_")
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@export var prefix_number = 3
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@export var prefix_string = ""
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@export_group("Car Properties", "car_")
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@export var car_label = "Speedy"
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@export var car_number = 3
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@export_group("", "")
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@export var ungrouped_number = 3
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Define a new subgroup for the following exported properties. This helps to organize properties in the Inspector dock. Subgroups work exactly like groups, except they need a parent group to exist. See [annotation @export_group].
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See also [constant PROPERTY_USAGE_SUBGROUP].
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[codeblock]
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@export_group("My Properties")
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@export var number = 3
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@export var string = ""
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@export_group("Racer Properties")
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@export var nickname = "Nick"
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@export var age = 26
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@export_subgroup("My Prefixed Properties", "prefix_")
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@export var prefix_number = 3
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@export var prefix_string = ""
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@export_subgroup("Car Properties", "car_")
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@export var car_label = "Speedy"
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@export var car_number = 3
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[/codeblock]
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[b]Note:[/b] Subgroups cannot be nested, they only provide one extra level of depth. Just like the next group ends the previous group, so do the subsequent subgroups.
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</description>
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@ -571,7 +573,7 @@
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<annotation name="@onready">
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<return type="void" />
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<description>
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Mark the following property as assigned on [Node]'s ready state change. Values for these properties are not assigned immediately upon the node's creation, and instead are computed and stored right before [method Node._ready].
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Mark the following property as assigned when the [Node] is ready. Values for these properties are not assigned immediately when the node is initialized ([method Object._init]), and instead are computed and stored right before [method Node._ready].
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[codeblock]
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@onready var character_name: Label = $Label
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[/codeblock]
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