Browse Source

Update resources.rst

corrigentia 6 years ago
parent
commit
535532c69a
1 changed files with 11 additions and 11 deletions
  1. 11 11
      getting_started/step_by_step/resources.rst

+ 11 - 11
getting_started/step_by_step/resources.rst

@@ -8,13 +8,13 @@ Nodes and resources
 
 
 Up to this tutorial, we focused on the :ref:`Node <class_Node>`
 Up to this tutorial, we focused on the :ref:`Node <class_Node>`
 class in Godot as that's the one you use to code behavior and
 class in Godot as that's the one you use to code behavior and
-most of the engine's features rely on them. There is
+most of the engine's features rely on it. There is
 another datatype that is just as important:
 another datatype that is just as important:
 :ref:`Resource <class_Resource>`.
 :ref:`Resource <class_Resource>`.
 
 
 *Nodes* give you functionality: they draw sprites, 3D models, simulate physics,
 *Nodes* give you functionality: they draw sprites, 3D models, simulate physics,
-arrange user interface, etc. **Resources** are **data containers**. They don't
-do anything on their own: instead nodes use the data contained in resources.
+arrange user interfaces, etc. **Resources** are **data containers**. They don't
+do anything on their own: instead, nodes use the data contained in resources.
 
 
 Anything Godot saves or loads from disk is a resource. Be it a scene (a .tscn or
 Anything Godot saves or loads from disk is a resource. Be it a scene (a .tscn or
 an .scn file), an image, a script... Here are some ``Resource`` examples:
 an .scn file), an image, a script... Here are some ``Resource`` examples:
@@ -25,11 +25,11 @@ an .scn file), an image, a script... Here are some ``Resource`` examples:
 
 
 When the engine loads a resource from disk, **it only loads it once**. If a copy
 When the engine loads a resource from disk, **it only loads it once**. If a copy
 of that resource is already in memory, trying to load the resource again will
 of that resource is already in memory, trying to load the resource again will
-return the same copy every time. As resources only contain data there is no need
+return the same copy every time. As resources only contain data, there is no need
 to duplicate them.
 to duplicate them.
 
 
 Every object, be it a Node or a Resource, can export properties. There are many
 Every object, be it a Node or a Resource, can export properties. There are many
-types of Properties like String, integer, Vector2, etc., and any of these types
+types of Properties, like String, integer, Vector2, etc., and any of these types
 can become a resource. This means that both nodes and resources can contain
 can become a resource. This means that both nodes and resources can contain
 resources as properties:
 resources as properties:
 
 
@@ -48,14 +48,14 @@ in a :ref:`Sprite <class_Sprite>` node:
 
 
 .. image:: img/spriteprop.png
 .. image:: img/spriteprop.png
 
 
-Clicking the resource preview allows us to view and edit the resources properties.
+Clicking the resource preview allows us to view and edit the resource's properties.
 
 
 .. image:: img/resourcerobi.png
 .. image:: img/resourcerobi.png
 
 
-The path property tells us where the resource comes from. In this case it comes
+The path property tells us where the resource comes from. In this case, it comes
 from a PNG image called ``robi.png``. When the resource comes from a file like
 from a PNG image called ``robi.png``. When the resource comes from a file like
 this, it is an external resource. If you erase the path or this path is empty,
 this, it is an external resource. If you erase the path or this path is empty,
-it becomes built-in resource.
+it becomes a built-in resource.
 
 
 The switch between built-in and external resources happens when you save the
 The switch between built-in and external resources happens when you save the
 scene. In the example above, if you erase the path \`"res://robi.png"\` and
 scene. In the example above, if you erase the path \`"res://robi.png"\` and
@@ -137,7 +137,7 @@ node.
 The approach has several advantages. As the :ref:`PackedScene.instance()
 The approach has several advantages. As the :ref:`PackedScene.instance()
 <class_PackedScene_instance>` function is pretty fast, you can create new
 <class_PackedScene_instance>` function is pretty fast, you can create new
 enemies, bullets, effects, etc. without having to load them again from disk each
 enemies, bullets, effects, etc. without having to load them again from disk each
-time. Remember that as always, images, meshes, etc. are all shared between the
+time. Remember that, as always, images, meshes, etc. are all shared between the
 scene instances.
 scene instances.
 
 
 Freeing resources
 Freeing resources
@@ -156,7 +156,7 @@ text or binary data (/*.tres, /*.res). They also inherit the reference-counting
 memory management from the Reference type.
 memory management from the Reference type.
 
 
 This comes with many distinct advantages over alternative data
 This comes with many distinct advantages over alternative data
-structures such as JSON, CSV, or custom TXT files. Users can only import these
+structures, such as JSON, CSV, or custom TXT files. Users can only import these
 assets as a :ref:`Dictionary <class_Dictionary>` (JSON) or as a
 assets as a :ref:`Dictionary <class_Dictionary>` (JSON) or as a
 :ref:`File <class_File>` to parse. What sets Resources apart is their
 :ref:`File <class_File>` to parse. What sets Resources apart is their
 inheritance of :ref:`Object <class_Object>`, :ref:`Reference <class_Reference>`,
 inheritance of :ref:`Object <class_Object>`, :ref:`Reference <class_Reference>`,
@@ -349,7 +349,7 @@ Let's see some examples.
     2. Design a visualization within the editor and create a simple plugin that adds it
     2. Design a visualization within the editor and create a simple plugin that adds it
        to the Inspector when you open these types of Resources.
        to the Inspector when you open these types of Resources.
 
 
-    CurveTables are the same thing except mapped to an Array of float values
+    CurveTables are the same thing, except mapped to an Array of float values
     or a :ref:`Curve <class_Curve>`/:ref:`Curve2D <class_Curve2D>` resource object.
     or a :ref:`Curve <class_Curve>`/:ref:`Curve2D <class_Curve2D>` resource object.
 
 
 .. warning::
 .. warning::