Update mentions of "editor_hint" (#5589)

This commit is contained in:
Stephen Molyneaux
2022-04-29 12:35:49 +02:00
committed by GitHub
parent 4848a0107f
commit e0dfdf96ce
@@ -38,19 +38,19 @@ How to use it
To turn a script into a tool, add the keyword ``@tool`` at the top of your code.
To check if you are currently in the editor, use: ``Engine.editor_hint``.
To check if you are currently in the editor, use: ``Engine.is_editor_hint()``.
For example, if you want to execute some code only in the editor, use:
.. tabs::
.. code-tab:: gdscript GDScript
if Engine.editor_hint:
if Engine.is_editor_hint():
# Code to execute when in editor.
.. code-tab:: csharp
if (Engine.EditorHint)
if (Engine.IsEditorHint())
{
// Code to execute when in editor.
}
@@ -61,12 +61,12 @@ same statement:
.. tabs::
.. code-tab:: gdscript GDScript
if not Engine.editor_hint:
if not Engine.is_editor_hint():
# Code to execute when in game.
.. code-tab:: csharp
if (!Engine.EditorHint)
if (!Engine.IsEditorHint())
{
// Code to execute when in game.
}
@@ -80,10 +80,10 @@ Here is how a ``_process()`` function might look for you:
.. code-tab:: gdscript GDScript
func _process(delta):
if Engine.editor_hint:
if Engine.is_editor_hint():
# Code to execute in editor.
if not Engine.editor_hint:
if not Engine.is_editor_hint():
# Code to execute in game.
# Code to execute both in editor and in game.
@@ -92,12 +92,12 @@ Here is how a ``_process()`` function might look for you:
public override void _Process(float delta)
{
if (Engine.EditorHint)
if (Engine.IsEditorHint())
{
// Code to execute in editor.
}
if (!Engine.EditorHint)
if (!Engine.IsEditorHint())
{
// Code to execute in game.
}
@@ -156,7 +156,7 @@ look like this:
.. code-tab:: gdscript GDScript
func _process(delta):
if Engine.editor_hint:
if Engine.is_editor_hint():
rotation_degrees += 180 * delta
else:
rotation_degrees -= 180 * delta
@@ -165,7 +165,7 @@ look like this:
public override void _Process(float delta)
{
if (Engine.EditorHint)
if (Engine.IsEditorHint())
{
RotationDegrees += 180 * delta;
}