Add @ to onready annotated variables in docs

This commit is contained in:
Markus Sauermann 2022-02-04 19:52:43 +01:00 committed by Rémi Verschelde
parent d091995e05
commit 70da14db68
2 changed files with 2 additions and 2 deletions

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@ -79,7 +79,7 @@
<return type="void" />
<description>
Called when the node is "ready", i.e. when both the node and its children have entered the scene tree. If the node has children, their [method _ready] callbacks get triggered first, and the parent node will receive the ready notification afterwards.
Corresponds to the [constant NOTIFICATION_READY] notification in [method Object._notification]. See also the [code]onready[/code] keyword for variables.
Corresponds to the [constant NOTIFICATION_READY] notification in [method Object._notification]. See also the [code]@onready[/code] annotation for variables.
Usually used for initialization. For even earlier initialization, [method Object._init] may be used. See also [method _enter_tree].
[b]Note:[/b] [method _ready] may be called only once for each node. After removing a node from the scene tree and adding again, [code]_ready[/code] will not be called for the second time. This can be bypassed with requesting another call with [method request_ready], which may be called anywhere before adding the node again.
</description>

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@ -52,7 +52,7 @@
[codeblocks]
[gdscript]
var _can_shoot = true
onready var _cool_down = $CoolDownTimer
@onready var _cool_down = $CoolDownTimer
func shoot():
if _can_shoot and Input.is_action_pressed("shoot"):