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author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2019-06-22 01:04:47 +0200 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2019-06-27 22:30:19 +0200 |
commit | f7f6115f7627df24a08a9a0882b2f573cc838eb1 (patch) | |
tree | 03fd75145084c88702dbbb7e54c42c7c02d54fa6 /doc/classes/EditorScript.xml | |
parent | 538c8eec15d72b67e102f47f9df7624c29d14607 (diff) | |
download | redot-engine-f7f6115f7627df24a08a9a0882b2f573cc838eb1.tar.gz |
Proofread and improve the whole class reference
- Document a few more properties and methods
- Add more information to many classes
- Fix lots of typos and gramar mistakes
- Use [code] tags for parameters consistently
- Use [b] and [i] tags consistently
- Put "Warning:" and "Note:" on their own line to be more visible,
and make them always bold
- Tweak formatting in code examples to be more readable
- Use double quotes consistently
- Add more links to third-party technologies
Diffstat (limited to 'doc/classes/EditorScript.xml')
-rw-r--r-- | doc/classes/EditorScript.xml | 11 |
1 files changed, 6 insertions, 5 deletions
diff --git a/doc/classes/EditorScript.xml b/doc/classes/EditorScript.xml index 52d7ce3f17..5c49e227be 100644 --- a/doc/classes/EditorScript.xml +++ b/doc/classes/EditorScript.xml @@ -4,8 +4,9 @@ Base script that can be used to add extension functions to the editor. </brief_description> <description> - Scripts extending this class and implementing its [code]_run()[/code] method can be executed from the Script Editor's [code]File -> Run[/code] menu option (or by pressing [code]CTRL+Shift+X[/code]) while the editor is running. This is useful for adding custom in-editor functionality to Godot. For more complex additions, consider using [EditorPlugin]s instead. Note that extending scripts need to have [code]tool mode[/code] enabled. - Example script: + Scripts extending this class and implementing its [method _run] method can be executed from the Script Editor's [b]File > Run[/b] menu option (or by pressing [code]Ctrl+Shift+X[/code]) while the editor is running. This is useful for adding custom in-editor functionality to Godot. For more complex additions, consider using [EditorPlugin]s instead. + [b]Note:[/b] Extending scripts need to have [code]tool mode[/code] enabled. + [b]Example script:[/b] [codeblock] tool extends EditorScript @@ -13,7 +14,7 @@ func _run(): print("Hello from the Godot Editor!") [/codeblock] - Note that the script is run in the Editor context, which means the output is visible in the console window started with the Editor (STDOUT) instead of the usual Godot [i]Output[/i] dock. + [b]Note:[/b] The script is run in the Editor context, which means the output is visible in the console window started with the Editor (stdout) instead of the usual Godot [b]Output[/b] dock. </description> <tutorials> </tutorials> @@ -22,7 +23,7 @@ <return type="void"> </return> <description> - This method is executed by the Editor when [code]File -> Run[/code] is used. + This method is executed by the Editor when [b]File > Run[/b] is used. </description> </method> <method name="add_root_node"> @@ -32,7 +33,7 @@ </argument> <description> Adds [code]node[/code] as a child of the root node in the editor context. - WARNING: The implementation of this method is currently disabled. + [b]Warning:[/b] The implementation of this method is currently disabled. </description> </method> <method name="get_editor_interface"> |