From 12de91fe083dc3a8ceecea7deabb89ac6788217d Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Steven=20Le=20Bo=C3=ABdec?= Date: Thu, 9 Nov 2023 19:43:22 +0900 Subject: [PATCH] Improve grammar in Overridable functions (#8193) --- tutorials/scripting/overridable_functions.rst | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) diff --git a/tutorials/scripting/overridable_functions.rst b/tutorials/scripting/overridable_functions.rst index 8d89eb20c..1de4b2856 100644 --- a/tutorials/scripting/overridable_functions.rst +++ b/tutorials/scripting/overridable_functions.rst @@ -12,7 +12,7 @@ This document presents the ones you'll use most often. notifications system. To learn more about it, see :ref:`doc_godot_notifications`. -Two functions allow you to initialize and get nodes, besides the class's +Two functions allow you to initialize and get nodes besides the class's constructor: ``_enter_tree()`` and ``_ready()``. When the node enters the Scene Tree, it becomes active and the engine calls its @@ -22,13 +22,13 @@ multiple times throughout a node's lifetime. Most of the time, you'll use ``_ready()`` instead. This function is called only once in a node's lifetime, after ``_enter_tree()``. ``_ready()`` ensures that all children -have entered the scene tree first, so you can safely call ``get_node()`` on it. +have entered the scene tree first, so you can safely call ``get_node()`` on them. .. seealso:: To learn more about getting node references, read :ref:`doc_nodes_and_scene_instances`. Another related callback is ``_exit_tree()``, which the engine calls every time -a node exits the scene tree. This can be when you call :ref:`Node.remove_child() +a node is about to exit the scene tree. This can be when you call :ref:`Node.remove_child() ` or when you free a node. .. tabs:: @@ -76,7 +76,7 @@ information, read the dedicated documentation: .. tabs:: .. code-tab:: gdscript GDScript - # Called every frame, as often as possible. + # Called every frame. func _process(delta): pass @@ -88,7 +88,7 @@ information, read the dedicated documentation: public override void _Process(double delta) { - // Called every frame, as often as possible. + // Called every frame. base._Process(delta); } @@ -116,7 +116,7 @@ To learn more about inputs in Godot, see the :ref:`Input section