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Fix references to the @tool annotation

Evanaellio 2 년 전
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3cb674285e

+ 2 - 2
getting_started/introduction/godot_design_philosophy.rst

@@ -147,7 +147,7 @@ or run game code in the editor. This means you can **use the same code**
 and scenes for your games, or **build plugins and extend the editor.**
 
 This leads to a reliable and flexible UI system, as it powers the editor
-itself. With the ``tool`` keyword, you can run any game code in the editor.
+itself. With the ``@tool`` annotation, you can run any game code in the editor.
 
 |image5|
 
@@ -155,7 +155,7 @@ itself. With the ``tool`` keyword, you can run any game code in the editor.
 UI tools for its node-based programming system and for the rest of the
 interface.*
 
-Put the ``tool`` keyword at the top of any GDScript file and it will run
+Put the ``@tool`` annotation at the top of any GDScript file and it will run
 in the editor. This lets you import and export plugins, create plugins
 like custom level editors, or create scripts with the same nodes and API
 you use in your projects.

+ 1 - 1
tutorials/plugins/editor/making_plugins.rst

@@ -167,7 +167,7 @@ To create a new node type, you can use the function
 :ref:`class_EditorPlugin` class. This function can add new types to the editor
 (nodes or resources). However, before you can create the type, you need a script
 that will act as the logic for the type. While that script doesn't have to use
-the ``@tool`` keyword, it can be added so the script runs in the editor.
+the ``@tool`` annotation, it can be added so the script runs in the editor.
 
 For this tutorial, we'll create a button that prints a message when
 clicked. For that, we'll need a script that extends from

+ 2 - 2
tutorials/plugins/running_code_in_the_editor.rst

@@ -36,7 +36,7 @@ use cases:
 How to use it
 -------------
 
-To turn a script into a tool, add the keyword ``@tool`` at the top of your code.
+To turn a script into a tool, add the ``@tool`` annotation at the top of your code.
 
 To check if you are currently in the editor, use: ``Engine.is_editor_hint()``.
 
@@ -351,6 +351,6 @@ If you are using :ref:`EditorScript<class_EditorScript>`:
 .. warning::
 
     Using ``@tool`` improperly can yield many errors. It is advised to first
-    write the code how you want it, and only then add the ``@tool`` keyword to
+    write the code how you want it, and only then add the ``@tool`` annotation to
     the top. Also, make sure to separate code that runs in-editor from code that
     runs in-game. This way, you can find bugs more easily.

+ 2 - 2
tutorials/scripting/gdscript/gdscript_styleguide.rst

@@ -689,7 +689,7 @@ We suggest to organize GDScript code this way:
 
 ::
 
-    01. tool
+    01. @tool
     02. class_name
     03. extends
     04. # docstring
@@ -724,7 +724,7 @@ This code order follows four rules of thumb:
 Class declaration
 ~~~~~~~~~~~~~~~~~
 
-If the code is meant to run in the editor, place the ``tool`` keyword on the
+If the code is meant to run in the editor, place the ``@tool`` annotation on the
 first line of the script.
 
 Follow with the `class_name` if necessary. You can turn a GDScript file into a