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author | Rémi Verschelde <rverschelde@gmail.com> | 2023-10-20 15:10:38 +0200 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2023-10-20 15:10:38 +0200 |
commit | d99285db6a8fc5ca9994d7a10ef418644b4554fd (patch) | |
tree | 43f85a1a29539524a5bb5e2163a45a806bde8c6d | |
parent | 37d3cb1b0411ef648771b27987fbb62266e6ca70 (diff) | |
parent | 74efbde7dfd9f026f1dbc82c579e4430ea583e90 (diff) | |
download | redot-engine-d99285db6a8fc5ca9994d7a10ef418644b4554fd.tar.gz |
Merge pull request #83609 from k0T0z/fix-csharp-syntax-error-in-web-doc
Fix Object class C# syntax error
-rw-r--r-- | doc/classes/Object.xml | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml index f3fd599922..2ffb02096d 100644 --- a/doc/classes/Object.xml +++ b/doc/classes/Object.xml @@ -5,7 +5,7 @@ </brief_description> <description> An advanced [Variant] type. All classes in the engine inherit from Object. Each class may define new properties, methods or signals, which are available to all inheriting classes. For example, a [Sprite2D] instance is able to call [method Node.add_child] because it inherits from [Node]. - You can create new instances, using [code]Object.new()[/code] in GDScript, or [code]new Object[/code] in C#. + You can create new instances, using [code]Object.new()[/code] in GDScript, or [code]new GodotObject[/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 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. @@ -159,7 +159,7 @@ <method name="_init" qualifiers="virtual"> <return type="void" /> <description> - Called when the object's script is instantiated, oftentimes after the object is initialized in memory (through [code]Object.new()[/code] in GDScript, or [code]new Object[/code] in C#). It can be also defined to take in parameters. This method is similar to a constructor in most programming languages. + Called when the object's script is instantiated, oftentimes after the object is initialized in memory (through [code]Object.new()[/code] in GDScript, or [code]new GodotObject[/code] in C#). It can be also defined to take in parameters. This method is similar to a constructor in most programming languages. [b]Note:[/b] If [method _init] is defined with [i]required[/i] parameters, the Object with script may only be created directly. If any other means (such as [method PackedScene.instantiate] or [method Node.duplicate]) are used, the script's initialization will fail. </description> </method> |