Fix styling and grammar in object_class.rst

I noticed some of the phrasing and grammar in object_class.rst was a bit confusing, so I tried to improve the clarity while keeping the original intent of the content. 

Let me know if the changes are consistent with the rest of the docs, thanks!
This commit is contained in:
RobProductions
2023-11-12 01:17:53 -05:00
committed by GitHub
parent fa7af7ae68
commit e256cf6172
@@ -14,7 +14,7 @@ General definition
:ref:`Object <class_object>` is the base class for almost everything. Most classes in Godot
inherit directly or indirectly from it. Objects provide reflection and
editable properties, and declaring them is a matter of using a single
macro like this.
macro like this:
.. code-block:: cpp
@@ -23,7 +23,7 @@ macro like this.
GDCLASS(CustomObject, Object); // this is required to inherit
};
This makes Objects gain a lot of functionality, like for example
This adds a lot of functionality to Objects. For example:
.. code-block:: cpp
@@ -108,7 +108,7 @@ Classes often have enums such as:
};
For these to work when binding to methods, the enum must be declared
convertible to int, for this a macro is provided:
convertible to int. A macro is provided to help with this:
.. code-block:: cpp
@@ -129,7 +129,7 @@ Objects export properties, properties are useful for the following:
- Serializing and deserializing the object.
- Creating a list of editable values for the Object derived class.
Properties are usually defined by the PropertyInfo() class. Usually
Properties are usually defined by the PropertyInfo() class and
constructed as:
.. code-block:: cpp
@@ -142,9 +142,9 @@ For example:
PropertyInfo(Variant::INT, "amount", PROPERTY_HINT_RANGE, "0,49,1", PROPERTY_USAGE_EDITOR)
This is an integer property, named "amount", hint is a range, range goes
from 0 to 49 in steps of 1 (integers). It is only usable for the editor
(edit value visually) but won't be serialized.
This is an integer property named "amount". The hint is a range, and the range
goes from 0 to 49 in steps of 1 (integers). It is only usable for the editor
(editing the value visually) but won't be serialized.
Another example:
@@ -267,14 +267,14 @@ References:
- `core/object/reference.h <https://github.com/godotengine/godot/blob/master/core/object/ref_counted.h>`__
Resources:
Resources
----------
:ref:`Resource <class_resource>` inherits from Reference, so all resources
are reference counted. Resources can optionally contain a path, which
reference a file on disk. This can be set with ``resource.set_path(path)``.
This is normally done by the resource loader though. No two different
resources can have the same path, attempt to do so will result in an error.
reference a file on disk. This can be set with ``resource.set_path(path)``,
though this is normally done by the resource loader. No two different
resources can have the same path; attempting to do so will result in an error.
Resources without a path are fine too.
@@ -313,8 +313,8 @@ Saving a resource can be done with the resource saver API:
ResourceSaver::save("res://someresource.res", instance)
Instance will be saved. Sub resources that have a path to a file will be
saved as a reference to that resource. Sub resources without a path will
The instance will be saved, and sub resources that have a path to a file will
be saved as a reference to that resource. Sub resources without a path will
be bundled with the saved resource and assigned sub-IDs, like
``res://someresource.res::1``. This also helps to cache them when loaded.