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Update all instances of `instance()` to `instantiate()`

Hugo Locurcio 2 лет назад
Родитель
Сommit
509804650e

+ 1 - 1
development/cpp/custom_audiostreams.rst

@@ -88,7 +88,7 @@ Therefore, playback state must be self-contained in AudioStreamPlayback.
 
 	Ref<AudioStreamPlayback> AudioStreamMyTone::instance_playback() {
 		Ref<AudioStreamPlaybackMyTone> talking_tree;
-		talking_tree.instance();
+		talking_tree.instantiate();
 		talking_tree->base = Ref<AudioStreamMyTone>(this);
 		return talking_tree;
 	}

+ 2 - 2
development/cpp/custom_resource_format_loaders.rst

@@ -337,10 +337,10 @@ when ``load`` is called.
     void register_json_types() {
     	ClassDB::register_class<JsonResource>();
 
-    	json_loader.instance();
+    	json_loader.instantiate();
     	ResourceLoader::add_resource_format_loader(json_loader);
 
-    	json_saver.instance();
+    	json_saver.instantiate();
     	ResourceSaver::add_resource_format_saver(json_saver);
     }
 

+ 4 - 4
getting_started/first_3d_game/05.spawning_mobs.rst

@@ -236,7 +236,7 @@ Let's code the mob spawning logic. We're going to:
 
    func _on_MobTimer_timeout():
        # Create a new instance of the Mob scene.
-       var mob = mob_scene.instance()
+       var mob = mob_scene.instantiate()
 
        # Choose a random location on the SpawnPath.
        # We store the reference to the SpawnLocation node.
@@ -255,7 +255,7 @@ Let's code the mob spawning logic. We're going to:
     public void OnMobTimerTimeout()
     {
         // Create a new instance of the Mob scene.
-        Mob mob = (Mob)MobScene.Instance();
+        Mob mob = (Mob)MobScene.Instantiate();
 
         // Choose a random location on the SpawnPath.
         // We store the reference to the SpawnLocation node.
@@ -288,7 +288,7 @@ Here is the complete ``Main.gd`` script so far, for reference.
 
 
    func _on_MobTimer_timeout():
-       var mob = mob_scene.instance()
+       var mob = mob_scene.instantiate()
 
        var mob_spawn_location = get_node("SpawnPath/SpawnLocation")
        mob_spawn_location.unit_offset = randf()
@@ -313,7 +313,7 @@ Here is the complete ``Main.gd`` script so far, for reference.
 
         public void OnMobTimerTimeout()
         {
-            Mob mob = (Mob)MobScene.Instance();
+            Mob mob = (Mob)MobScene.Instantiate();
 
             var mobSpawnLocation = GetNode<PathFollow>("SpawnPath/SpawnLocation");
             mobSpawnLocation.UnitOffset = GD.Randf();

+ 2 - 2
getting_started/first_3d_game/07.killing_player.rst

@@ -166,7 +166,7 @@ Starting with ``Main.gd``.
 
    func _on_MobTimer_timeout():
        # Create a new instance of the Mob scene.
-       var mob = mob_scene.instance()
+       var mob = mob_scene.instantiate()
 
        # Choose a random location on the SpawnPath.
        var mob_spawn_location = get_node("SpawnPath/SpawnLocation")
@@ -201,7 +201,7 @@ Starting with ``Main.gd``.
         public void OnMobTimerTimeout()
         {
             // Create a new instance of the Mob scene.
-            var mob = (Mob)MobScene.Instance();
+            var mob = (Mob)MobScene.Instantiate();
 
             // Choose a random location on the SpawnPath.
             // We store the reference to the SpawnLocation node.

+ 2 - 2
getting_started/first_3d_game/08.score_and_replay.rst

@@ -388,7 +388,7 @@ Here is the complete ``Main.gd`` script for reference.
 
 
    func _on_MobTimer_timeout():
-       var mob = mob_scene.instance()
+       var mob = mob_scene.instantiate()
 
        var mob_spawn_location = get_node("SpawnPath/SpawnLocation")
        mob_spawn_location.unit_offset = randf()
@@ -429,7 +429,7 @@ Here is the complete ``Main.gd`` script for reference.
 
         public void OnMobTimerTimeout()
         {
-            Mob mob = (Mob)MobScene.Instance();
+            Mob mob = (Mob)MobScene.Instantiate();
 
             var mobSpawnLocation = GetNode<PathFollow>("SpawnPath/SpawnLocation");
             mobSpawnLocation.UnitOffset = GD.Randf();

+ 5 - 5
tutorials/best_practices/scenes_versus_scripts.rst

@@ -30,8 +30,8 @@ a change in API:
         const MyScene = preload("my_scene.tscn")
         var node = Node.new()
         var my_node = MyNode.new() # Same method call
-        var my_scene = MyScene.instance() # Different method call
-        var my_inherited_scene = MyScene.instance(PackedScene.GEN_EDIT_STATE_MAIN) # Create scene inheriting from MyScene
+        var my_scene = MyScene.instantiate() # Different method call
+        var my_inherited_scene = MyScene.instantiate(PackedScene.GEN_EDIT_STATE_MAIN) # Create scene inheriting from MyScene
 
       .. code-tab:: csharp
 
@@ -51,8 +51,8 @@ a change in API:
             {
                 ANode = new Node();
                 MyNode = new MyNode(); // Same syntax
-                MyScene = MySceneScn.Instance(); // Different. Instantiated from a PackedScene
-                MyInheritedScene = MySceneScn.Instance(PackedScene.GenEditState.Main); // Create scene inheriting from MyScene
+                MyScene = MySceneScn.Instantiate(); // Different. Instantiated from a PackedScene
+                MyInheritedScene = MySceneScn.Instantiate(PackedScene.GenEditState.Main); // Create scene inheriting from MyScene
             }
         }
 
@@ -217,4 +217,4 @@ In the end, the best approach is to consider the following:
       # main.gd
       extends Node
       func _ready():
-          add_child(Game.MyScene.instance())
+          add_child(Game.MyScene.instantiate())

+ 2 - 2
tutorials/io/background_loading.rst

@@ -192,7 +192,7 @@ loader.
 
 
     func set_new_scene(scene_resource):
-        current_scene = scene_resource.instance()
+        current_scene = scene_resource.instantiate()
         get_node("/root").add_child(current_scene)
 
 Using multiple threads
@@ -285,7 +285,7 @@ Example:
     start_cutscene()
 
     # Later, when the user presses the pause button for the first time:
-    pause_menu = queue.get_resource("res://pause_menu.tres").instance()
+    pause_menu = queue.get_resource("res://pause_menu.tres").instantiate()
     pause_menu.show()
 
     # When you need a new scene:

+ 2 - 2
tutorials/io/saving_games.rst

@@ -241,7 +241,7 @@ load function:
             var node_data = json.get_data()
 
             # Firstly, we need to create the object and add it to the tree and set its position.
-            var new_object = load(node_data["filename"]).instance()
+            var new_object = load(node_data["filename"]).instantiate()
             get_node(node_data["parent"]).add_child(new_object)
             new_object.position = Vector2(node_data["pos_x"], node_data["pos_y"])
 
@@ -282,7 +282,7 @@ load function:
 
             // Firstly, we need to create the object and add it to the tree and set its position.
             var newObjectScene = (PackedScene)ResourceLoader.Load(nodeData["Filename"].ToString());
-            var newObject = (Node)newObjectScene.Instance();
+            var newObject = (Node)newObjectScene.Instantiate();
             GetNode(nodeData["Parent"].ToString()).AddChild(newObject);
             newObject.Set("Position", new Vector2((float)nodeData["PosX"], (float)nodeData["PosY"]));
 

+ 5 - 5
tutorials/networking/high_level_multiplayer.rst

@@ -309,18 +309,18 @@ every peer and RPC will work great! Here is an example:
         var selfPeerID = get_tree().get_network_unique_id()
 
         # Load world
-        var world = load(which_level).instance()
+        var world = load(which_level).instantiate()
         get_node("/root").add_child(world)
 
         # Load my player
-        var my_player = preload("res://player.tscn").instance()
+        var my_player = preload("res://player.tscn").instantiate()
         my_player.set_name(str(selfPeerID))
         my_player.set_network_master(selfPeerID) # Will be explained later
         get_node("/root/world/players").add_child(my_player)
 
         # Load other players
         for p in player_info:
-            var player = preload("res://player.tscn").instance()
+            var player = preload("res://player.tscn").instantiate()
             player.set_name(str(p))
             player.set_network_master(p) # Will be explained later
             get_node("/root/world/players").add_child(player)
@@ -392,14 +392,14 @@ If you have paid attention to the previous example, it's possible you noticed th
 
         [...]
         # Load my player
-        var my_player = preload("res://player.tscn").instance()
+        var my_player = preload("res://player.tscn").instantiate()
         my_player.set_name(str(selfPeerID))
         my_player.set_network_master(selfPeerID) # The player belongs to this peer; it has the authority.
         get_node("/root/world/players").add_child(my_player)
 
         # Load other players
         for p in player_info:
-            var player = preload("res://player.tscn").instance()
+            var player = preload("res://player.tscn").instantiate()
             player.set_name(str(p))
             player.set_network_master(p) # Each other connected peer has authority over their own player.
             get_node("/root/world/players").add_child(player)

+ 1 - 1
tutorials/performance/thread_safe_apis.rst

@@ -35,7 +35,7 @@ However, creating scene chunks (nodes in tree arrangement) outside the active tr
 ::
 
     var enemy_scene = load("res://enemy_scene.scn")
-    var enemy = enemy_scene.instance()
+    var enemy = enemy_scene.instantiate()
     enemy.add_child(weapon) # Set a weapon.
     world.call_deferred("add_child", enemy)
 

+ 2 - 2
tutorials/physics/using_character_body_2d.rst

@@ -343,7 +343,7 @@ uses the mouse pointer. Here is the code for the Player, using ``move_and_slide(
 
     func shoot():
         # "Muzzle" is a Marker2D placed at the barrel of the gun.
-        var b = Bullet.instance()
+        var b = Bullet.instantiate()
         b.start($Muzzle.global_position, rotation)
         get_parent().add_child(b)
 
@@ -387,7 +387,7 @@ uses the mouse pointer. Here is the code for the Player, using ``move_and_slide(
         public void Shoot()
         {
             // "Muzzle" is a Marker2D placed at the barrel of the gun
-            var b = (Bullet)_bullet.Instance();
+            var b = (Bullet)_bullet.Instantiate();
             b.Start(GetNode<Node2D>("Muzzle").GlobalPosition, Rotation);
             GetParent().AddChild(b);
         }

+ 2 - 2
tutorials/scripting/change_scenes_manually.rst

@@ -12,7 +12,7 @@ scenes which one instances and adds to the tree at runtime:
 .. tabs::
  .. code-tab:: gdscript GDScript
 
-    var simultaneous_scene = preload("res://levels/level2.tscn").instance()
+    var simultaneous_scene = preload("res://levels/level2.tscn").instantiate()
 
     func _add_a_scene_manually():
         # This is like autoloading the scene, only
@@ -25,7 +25,7 @@ scenes which one instances and adds to the tree at runtime:
 
     public MyClass()
     {
-        simultaneousScene = ResourceLoader.Load<PackedScene>("res://levels/level2.tscn").Instance();
+        simultaneousScene = ResourceLoader.Load<PackedScene>("res://levels/level2.tscn").Instantiate();
     }
 
     public void _AddASceneManually()

+ 2 - 2
tutorials/scripting/instancing_with_signals.rst

@@ -68,7 +68,7 @@ You could do this by adding the bullet to the main scene directly:
 
  .. code-tab:: csharp
 
-    Node bulletInstance = Bullet.Instance();
+    Node bulletInstance = Bullet.Instantiate();
     GetParent().AddChild(bulletInstance);
 
 However, this will lead to a different problem. Now if you try to test your
@@ -145,7 +145,7 @@ In the main scene, we then connect the player's signal (it will appear in the
 
     public void _on_Player_Shoot(PackedScene bullet, Vector2 direction, Vector2 location)
     {
-        var bulletInstance = (Bullet)bullet.Instance();
+        var bulletInstance = (Bullet)bullet.Instantiate();
         AddChild(bulletInstance);
         bulletInstance.Rotation = direction;
         bulletInstance.Position = location;

+ 1 - 1
tutorials/scripting/resources.rst

@@ -132,7 +132,7 @@ To get an instance of the scene, you have to use the
 
     public void OnShoot()
     {
-        Node bullet = _bulletScene.Instance();
+        Node bullet = _bulletScene.Instantiate();
         AddChild(bullet);
     }
 

+ 2 - 2
tutorials/scripting/singletons_autoload.rst

@@ -203,7 +203,7 @@ current scene and replace it with the requested one.
         var s = ResourceLoader.load(path)
 
         # Instance the new scene.
-        current_scene = s.instance()
+        current_scene = s.instantiate()
 
         # Add it to the active scene, as child of root.
         get_tree().root.add_child(current_scene)
@@ -236,7 +236,7 @@ current scene and replace it with the requested one.
         var nextScene = (PackedScene)GD.Load(path);
 
         // Instance the new scene.
-        CurrentScene = nextScene.Instance();
+        CurrentScene = nextScene.Instantiate();
 
         // Add it to the active scene, as child of root.
         GetTree().Root.AddChild(CurrentScene);