Various grammar and spelling fixes

This commit is contained in:
A Thousand Ships
2025-06-23 16:37:26 +02:00
parent b2de954be7
commit 92cd36b50e
49 changed files with 84 additions and 84 deletions
@@ -3,7 +3,7 @@
C# API differences to GDScript
==============================
This is a (incomplete) list of API differences between C# and GDScript.
This is an (incomplete) list of API differences between C# and GDScript.
General differences
-------------------
@@ -223,7 +223,7 @@ an underscore (``_``) as a prefix for private fields (but not for methods or pro
.. code-block:: csharp
private Vector3 _aimingAt; // Use a `_` prefix for private fields.
private Vector3 _aimingAt; // Use an `_` prefix for private fields.
private void Attack(float attackStrength)
{
@@ -330,7 +330,7 @@ Compiling the plugin
--------------------
To compile the project we need to define how SCons using should compile it
using a ``SConstruct`` file which references the one in ``godot-cpp``.
using an ``SConstruct`` file which references the one in ``godot-cpp``.
Writing it from scratch is outside the scope of this tutorial, but you can
:download:`the SConstruct file we prepared <files/cpp_example/SConstruct>`.
We'll cover a more customizable, detailed example on how to use these
@@ -75,8 +75,8 @@ For example:
- ``template_scripts/Node/smooth_camera.gd``
- ``template_scripts/CharacterBody3D/platformer_movement.gd``
Default behaviour and overriding it
-----------------------------------
Default behavior and overriding it
----------------------------------
By default:
@@ -89,7 +89,7 @@ By default:
* the template will not be set as the default for the given node
It is possible to customize this behaviour by adding meta headers at the start
It is possible to customize this behavior by adding meta headers at the start
of your file, like this:
.. tabs::
+1 -1
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@@ -227,7 +227,7 @@ the total bandwidth usage at any given moment.
Monitors
--------
The monitors are graphs of several aspects of the game while its running such as
The monitors are graphs of several aspects of the game while it's running such as
FPS, memory usage, how many nodes are in a scene and more. All monitors keep
track of stats automatically, so even if one monitor isn't open while the game
is running, you can open it later and see how the values changed.
@@ -1802,7 +1802,7 @@ To complete this tutorial, let's see how you can register a custom signal and
emit it when appropriate. As you might have guessed, we'll need a few more
function pointers from the API and more helper functions.
In the ``api.h`` file we're adding two things. One is a an API function to
In the ``api.h`` file we're adding two things. One is an API function to
register a signal, the other is a helper function to wrap the signal binding.
.. code-block:: c
@@ -2255,7 +2255,7 @@ This is better explained through examples. Consider this scenario:
There are a few things to keep in mind here:
1. If the inherited class (``state.gd``) defines a ``_init`` constructor that takes
1. If the inherited class (``state.gd``) defines an ``_init`` constructor that takes
arguments (``e`` in this case), then the inheriting class (``idle.gd``) *must*
define ``_init`` as well and pass appropriate parameters to ``_init`` from ``state.gd``.
2. ``idle.gd`` can have a different number of arguments than the base class ``state.gd``.
@@ -483,7 +483,7 @@ annotations, you can use ``@export_custom`` instead. This allows defining any
property hint, hint string and usage flags, with a syntax similar to the one
used by the editor for built-in nodes.
For example, this exposes the ``altitude`` property with no range limits but a
For example, this exposes the ``altitude`` property with no range limits but an
``m`` (meter) suffix defined:
::
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@@ -17,7 +17,7 @@ arrange user interfaces, etc. **Resources** are **data containers**. They don't
do anything on their own: instead, nodes use the data contained in resources.
Anything Godot saves or loads from disk is a resource. Be it a scene (a ``.tscn``
or an ``.scn`` file), an image, a script... Here are some :ref:`Resource <class_Resource>` examples:
or a ``.scn`` file), an image, a script... Here are some :ref:`Resource <class_Resource>` examples:
- :ref:`Texture <class_Texture>`
- :ref:`Script <class_Script>`