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