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-rw-r--r--doc/classes/PackedScene.xml26
1 files changed, 13 insertions, 13 deletions
diff --git a/doc/classes/PackedScene.xml b/doc/classes/PackedScene.xml
index 1374496b52..618123855f 100644
--- a/doc/classes/PackedScene.xml
+++ b/doc/classes/PackedScene.xml
@@ -22,23 +22,23 @@
AddChild(scene);
[/csharp]
[/codeblocks]
- [b]Example of saving a node with different owners:[/b] The following example creates 3 objects: [code]Node2D[/code] ([code]node[/code]), [code]RigidBody2D[/code] ([code]rigid[/code]) and [code]CollisionObject2D[/code] ([code]collision[/code]). [code]collision[/code] is a child of [code]rigid[/code] which is a child of [code]node[/code]. Only [code]rigid[/code] is owned by [code]node[/code] and [code]pack[/code] will therefore only save those two nodes, but not [code]collision[/code].
+ [b]Example of saving a node with different owners:[/b] The following example creates 3 objects: [code]Node2D[/code] ([code]node[/code]), [code]RigidDynamicBody2D[/code] ([code]body[/code]) and [code]CollisionObject2D[/code] ([code]collision[/code]). [code]collision[/code] is a child of [code]body[/code] which is a child of [code]node[/code]. Only [code]body[/code] is owned by [code]node[/code] and [code]pack[/code] will therefore only save those two nodes, but not [code]collision[/code].
[codeblocks]
[gdscript]
# Create the objects.
var node = Node2D.new()
- var rigid = RigidBody2D.new()
+ var body = RigidDynamicBody2D.new()
var collision = CollisionShape2D.new()
# Create the object hierarchy.
- rigid.add_child(collision)
- node.add_child(rigid)
+ body.add_child(collision)
+ node.add_child(body)
- # Change owner of `rigid`, but not of `collision`.
- rigid.owner = node
+ # Change owner of `body`, but not of `collision`.
+ body.owner = node
var scene = PackedScene.new()
- # Only `node` and `rigid` are now packed.
+ # Only `node` and `body` are now packed.
var result = scene.pack(node)
if result == OK:
var error = ResourceSaver.save("res://path/name.tscn", scene) # Or "user://..."
@@ -48,18 +48,18 @@
[csharp]
// Create the objects.
var node = new Node2D();
- var rigid = new RigidBody2D();
+ var body = new RigidDynamicBody2D();
var collision = new CollisionShape2D();
// Create the object hierarchy.
- rigid.AddChild(collision);
- node.AddChild(rigid);
+ body.AddChild(collision);
+ node.AddChild(body);
- // Change owner of `rigid`, but not of `collision`.
- rigid.Owner = node;
+ // Change owner of `body`, but not of `collision`.
+ body.Owner = node;
var scene = new PackedScene();
- // Only `node` and `rigid` are now packed.
+ // Only `node` and `body` are now packed.
Error result = scene.Pack(node);
if (result == Error.Ok)
{