Some grammar and punctuation enhancements in the class reference.

This commit is contained in:
AcatXIo 2023-08-28 21:32:37 +02:00
parent 541674d106
commit 637f10a3cd
3 changed files with 6 additions and 6 deletions

View File

@ -4,7 +4,7 @@
A pre-parsed scene tree path. A pre-parsed scene tree path.
</brief_description> </brief_description>
<description> <description>
A pre-parsed relative or absolute path in a scene tree, for use with [method Node.get_node] and similar functions. It can reference a node, a resource within a node, or a property of a node or resource. For example, [code]"Path2D/PathFollow2D/Sprite2D:texture:size"[/code] would refer to the [code]size[/code] property of the [code]texture[/code] resource on the node named [code]"Sprite2D"[/code] which is a child of the other named nodes in the path. A pre-parsed relative or absolute path in a scene tree, for use with [method Node.get_node] and similar functions. It can reference a node, a resource within a node, or a property of a node or resource. For example, [code]"Path2D/PathFollow2D/Sprite2D:texture:size"[/code] would refer to the [code]size[/code] property of the [code]texture[/code] resource on the node named [code]"Sprite2D"[/code], which is a child of the other named nodes in the path.
You will usually just pass a string to [method Node.get_node] and it will be automatically converted, but you may occasionally want to parse a path ahead of time with [NodePath] or the literal syntax [code]^"path"[/code]. Exporting a [NodePath] variable will give you a node selection widget in the properties panel of the editor, which can often be useful. You will usually just pass a string to [method Node.get_node] and it will be automatically converted, but you may occasionally want to parse a path ahead of time with [NodePath] or the literal syntax [code]^"path"[/code]. Exporting a [NodePath] variable will give you a node selection widget in the properties panel of the editor, which can often be useful.
A [NodePath] is composed of a list of slash-separated node names (like a filesystem path) and an optional colon-separated list of "subnames" which can be resources or properties. A [NodePath] is composed of a list of slash-separated node names (like a filesystem path) and an optional colon-separated list of "subnames" which can be resources or properties.
Some examples of NodePaths include the following: Some examples of NodePaths include the following:

View File

@ -105,7 +105,7 @@
<members> <members>
<member name="content_margin_bottom" type="float" setter="set_content_margin" getter="get_content_margin" default="-1.0"> <member name="content_margin_bottom" type="float" setter="set_content_margin" getter="get_content_margin" default="-1.0">
The bottom margin for the contents of this style box. Increasing this value reduces the space available to the contents from the bottom. The bottom margin for the contents of this style box. Increasing this value reduces the space available to the contents from the bottom.
If this value is negative, it is ignored and a child-specific margin is used instead. For example for [StyleBoxFlat] the border thickness (if any) is used instead. If this value is negative, it is ignored and a child-specific margin is used instead. For example, for [StyleBoxFlat], the border thickness (if any) is used instead.
It is up to the code using this style box to decide what these contents are: for example, a [Button] respects this content margin for the textual contents of the button. It is up to the code using this style box to decide what these contents are: for example, a [Button] respects this content margin for the textual contents of the button.
[method get_margin] should be used to fetch this value as consumer instead of reading these properties directly. This is because it correctly respects negative values and the fallback mentioned above. [method get_margin] should be used to fetch this value as consumer instead of reading these properties directly. This is because it correctly respects negative values and the fallback mentioned above.
</member> </member>

View File

@ -5,10 +5,10 @@
</brief_description> </brief_description>
<description> <description>
A TileSet is a library of tiles for a [TileMap]. A TileSet handles a list of [TileSetSource], each of them storing a set of tiles. A TileSet is a library of tiles for a [TileMap]. A TileSet handles a list of [TileSetSource], each of them storing a set of tiles.
Tiles can either be from a [TileSetAtlasSource], that render tiles out of a texture with support for physics, navigation, etc... or from a [TileSetScenesCollectionSource] which exposes scene-based tiles. Tiles can either be from a [TileSetAtlasSource], which renders tiles out of a texture with support for physics, navigation, etc., or from a [TileSetScenesCollectionSource], which exposes scene-based tiles.
Tiles are referenced by using three IDs: their source ID, their atlas coordinates ID and their alternative tile ID. Tiles are referenced by using three IDs: their source ID, their atlas coordinates ID, and their alternative tile ID.
A TileSet can be configured so that its tiles expose more or less properties. To do so, the TileSet resources uses property layers, that you can add or remove depending on your needs. A TileSet can be configured so that its tiles expose more or fewer properties. To do so, the TileSet resources use property layers, which you can add or remove depending on your needs.
For example, adding a physics layer allows giving collision shapes to your tiles. Each layer having dedicated properties (physics layer and mask), you may add several TileSet physics layers for each type of collision you need. For example, adding a physics layer allows giving collision shapes to your tiles. Each layer has dedicated properties (physics layer and mask), so you may add several TileSet physics layers for each type of collision you need.
See the functions to add new layers for more information. See the functions to add new layers for more information.
</description> </description>
<tutorials> <tutorials>