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authorRémi Verschelde <rverschelde@gmail.com>2022-12-15 12:24:08 +0100
committerRémi Verschelde <rverschelde@gmail.com>2022-12-15 12:24:08 +0100
commit346efd29e0a6ff8bd9f7d4582b431d9ec9d22869 (patch)
tree5a44f4c44b82f97c53b9bce0f1625da6e1dc3ebf /doc/classes/Object.xml
parentcda7df0255b56da5d37b4021582cfe901be2a06e (diff)
Fix typos with codespell
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@@ -8,7 +8,7 @@
You can create new instances, using [code]Object.new()[/code] in GDScript, or [code]new Object[/code] in C#.
To delete an Object instance, call [method free]. This is necessary for most classes inheriting Object, because they do not manage memory on their own, and will otherwise cause memory leaks when no longer in use. There are a few classes that perform memory management. For example, [RefCounted] (and by extension [Resource]) deletes itself when no longer referenced, and [Node] deletes its children when freed.
Objects can have a [Script] attached to them. Once the [Script] is instantiated, it effectively acts as an extension to the base class, allowing it to define and inherit new properties, methods and signals.
- Inside a [Script], [method _get_property_list] may be overriden to customize properties in several ways. This allows them to be available to the editor, display as lists of options, sub-divide into groups, save on disk, etc. Scripting languages offer easier ways to customize properties, such as with the [annotation @GDScript.@export] annotation.
+ Inside a [Script], [method _get_property_list] may be overridden to customize properties in several ways. This allows them to be available to the editor, display as lists of options, sub-divide into groups, save on disk, etc. Scripting languages offer easier ways to customize properties, such as with the [annotation @GDScript.@export] annotation.
Godot is very dynamic. An object's script, and therefore its properties, methods and signals, can be changed at run-time. Because of this, there can be occasions where, for example, a property required by a method may not exist. To prevent run-time errors, see methods such as [method set], [method get], [method call], [method has_method], [method has_signal], etc. Note that these methods are [b]much[/b] slower than direct references.
In GDScript, you can also check if a given property, method, or signal name exists in an object with the [code]in[/code] operator:
[codeblock]