diff options
Diffstat (limited to 'modules/gdscript/doc_classes/@GDScript.xml')
-rw-r--r-- | modules/gdscript/doc_classes/@GDScript.xml | 74 |
1 files changed, 38 insertions, 36 deletions
diff --git a/modules/gdscript/doc_classes/@GDScript.xml b/modules/gdscript/doc_classes/@GDScript.xml index 923b2fe30d..0b7e4e50e6 100644 --- a/modules/gdscript/doc_classes/@GDScript.xml +++ b/modules/gdscript/doc_classes/@GDScript.xml @@ -4,7 +4,7 @@ Built-in GDScript functions. </brief_description> <description> - A list of GDScript-specific utility functions accessed in any script. + A list of GDScript-specific utility functions and annotations accessible from any script. For the list of the global functions and constants see [@GlobalScope]. </description> <tutorials> @@ -20,7 +20,7 @@ <description> 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. [codeblock] - var red = Color8(255, 0, 0) # Same as Color(1, 0, 0) + var red = Color8(255, 0, 0) # Same as Color(1, 0, 0). var dark_blue = Color8(0, 0, 51) # Same as Color(0, 0, 0.2). var my_color = Color8(306, 255, 0, 102) # Same as Color(1.2, 1, 0, 0.4). [/codeblock] @@ -37,10 +37,10 @@ [codeblock] # Imagine we always want speed to be between 0 and 20. var speed = -10 - assert(speed < 20) # True, the program will continue - assert(speed >= 0) # False, the program will stop - assert(speed >= 0 and speed < 20) # You can also combine the two conditional statements in one check - assert(speed < 20, "the speed limit is 20") # Show a message + assert(speed < 20) # True, the program will continue. + assert(speed >= 0) # False, the program will stop. + assert(speed >= 0 and speed < 20) # You can also combine the two conditional statements in one check. + assert(speed < 20, "the speed limit is 20") # Show a message. [/codeblock] </description> </method> @@ -140,7 +140,7 @@ <param index="0" name="path" type="String" /> <description> 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]. - [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. + [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. [codeblock] # Load a scene called "main" located in the root of the project directory and cache it in a variable. var main = load("res://main.tscn") # main will contain a PackedScene resource. @@ -155,7 +155,7 @@ <param index="0" name="path" type="String" /> <description> 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]. - [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. + [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. [codeblock] # Create instance of a scene. var diamond = preload("res://diamond.tscn").instantiate() @@ -259,10 +259,12 @@ <annotation name="@export"> <return type="void" /> <description> - 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. + 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. [codeblock] + @export var string = "" @export var int_number = 5 @export var float_number: float = 5 + @export var image : Image [/codeblock] </description> </annotation> @@ -273,20 +275,20 @@ Define a new category for the following exported properties. This helps to organize properties in the Inspector dock. See also [constant PROPERTY_USAGE_CATEGORY]. [codeblock] - @export_category("My Properties") - @export var number = 3 - @export var string = "" + @export_category("Statistics") + @export var hp = 30 + @export var speed = 1.25 [/codeblock] - [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. + [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. </description> </annotation> <annotation name="@export_color_no_alpha"> <return type="void" /> <description> - Export a [Color] property without transparency (its alpha fixed as [code]1.0[/code]). + Export a [Color] property without allowing its transparency ([member Color.a]) to be edited. See also [constant PROPERTY_HINT_COLOR_NO_ALPHA]. [codeblock] - @export_color_no_alpha var modulate_color: Color + @export_color_no_alpha var dye_color : Color [/codeblock] </description> </annotation> @@ -296,7 +298,7 @@ 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. See also [constant PROPERTY_HINT_DIR]. [codeblock] - @export_dir var sprite_folder: String + @export_dir var sprite_folder_path: String [/codeblock] </description> </annotation> @@ -343,8 +345,8 @@ If [param filter] is provided, only matching files will be available for picking. See also [constant PROPERTY_HINT_FILE]. [codeblock] - @export_file var sound_effect_file: String - @export_file("*.txt") var notes_file: String + @export_file var sound_effect_path: String + @export_file("*.txt") var notes_path: String [/codeblock] </description> </annotation> @@ -436,10 +438,10 @@ <annotation name="@export_global_dir"> <return type="void" /> <description> - 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. + 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. See also [constant PROPERTY_HINT_GLOBAL_DIR]. [codeblock] - @export_global_dir var sprite_folder: String + @export_global_dir var sprite_folder_path: String [/codeblock] </description> </annotation> @@ -447,12 +449,12 @@ <return type="void" /> <param index="0" name="filter" type="String" default="""" /> <description> - 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. + 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. If [param filter] is provided, only matching files will be available for picking. See also [constant PROPERTY_HINT_GLOBAL_FILE]. [codeblock] - @export_global_file var sound_effect_file: String - @export_global_file("*.txt") var notes_file: String + @export_global_file var sound_effect_path: String + @export_global_file("*.txt") var notes_path: String [/codeblock] </description> </annotation> @@ -466,13 +468,13 @@ Groups cannot be nested, use [annotation @export_subgroup] to add subgroups within groups. See also [constant PROPERTY_USAGE_GROUP]. [codeblock] - @export_group("My Properties") - @export var number = 3 - @export var string = "" + @export_group("Racer Properties") + @export var nickname = "Nick" + @export var age = 26 - @export_group("Prefixed Properties", "prefix_") - @export var prefix_number = 3 - @export var prefix_string = "" + @export_group("Car Properties", "car_") + @export var car_label = "Speedy" + @export var car_number = 3 @export_group("", "") @export var ungrouped_number = 3 @@ -544,13 +546,13 @@ 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]. See also [constant PROPERTY_USAGE_SUBGROUP]. [codeblock] - @export_group("My Properties") - @export var number = 3 - @export var string = "" + @export_group("Racer Properties") + @export var nickname = "Nick" + @export var age = 26 - @export_subgroup("My Prefixed Properties", "prefix_") - @export var prefix_number = 3 - @export var prefix_string = "" + @export_subgroup("Car Properties", "car_") + @export var car_label = "Speedy" + @export var car_number = 3 [/codeblock] [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. </description> @@ -571,7 +573,7 @@ <annotation name="@onready"> <return type="void" /> <description> - 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]. + 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]. [codeblock] @onready var character_name: Label = $Label [/codeblock] |