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Add @ to onready annotated variables in examples

Markus Sauermann 3 years ago
parent
commit
57a9ef3fea

+ 3 - 3
tutorials/best_practices/godot_interfaces.rst

@@ -140,12 +140,12 @@ Nodes likewise have an alternative access point: the SceneTree.
         print($Child)
         print($Child)
 
 
     # Fastest. Doesn't break if node moves later.
     # Fastest. Doesn't break if node moves later.
-    # Note that `onready` keyword is GDScript only.
+    # Note that `@onready` annotation is GDScript only.
     # Other languages must do...
     # Other languages must do...
     #     var child
     #     var child
     #     func _ready():
     #     func _ready():
     #         child = get_node("Child")
     #         child = get_node("Child")
-    onready var child = $Child
+    @onready var child = $Child
     func lookup_and_cache_for_future_access():
     func lookup_and_cache_for_future_access():
         print(child)
         print(child)
 
 
@@ -469,7 +469,7 @@ accesses:
     # parent.gd
     # parent.gd
     extends Node
     extends Node
 
 
-    onready var child = $Child
+    @onready var child = $Child
 
 
     func _ready():
     func _ready():
         child.fn = funcref(self, "print_me")
         child.fn = funcref(self, "print_me")

+ 1 - 1
tutorials/scripting/gdnative/gdnative_c_example.rst

@@ -543,7 +543,7 @@ Now we can implement our ``main.gd`` code:
     extends Control
     extends Control
 
 
     # load the Simple library
     # load the Simple library
-    onready var data = preload("res://bin/simple.gdns").new()
+    @onready var data = preload("res://bin/simple.gdns").new()
 
 
     func _on_Button_pressed():
     func _on_Button_pressed():
         $Label.text = "Data = " + data.get_data()
         $Label.text = "Data = " + data.get_data()

+ 7 - 7
tutorials/scripting/gdscript/gdscript_styleguide.rst

@@ -38,8 +38,8 @@ Here is a complete class example based on these guidelines:
     export var initial_state = NodePath()
     export var initial_state = NodePath()
     var is_active = true setget set_is_active
     var is_active = true setget set_is_active
 
 
-    onready var _state = get_node(initial_state) setget set_state
-    onready var _state_name = _state.name
+    @onready var _state = get_node(initial_state) setget set_state
+    @onready var _state_name = _state.name
 
 
 
 
     func _init():
     func _init():
@@ -772,8 +772,8 @@ variables, in that order.
 
 
    var _speed = 300.0
    var _speed = 300.0
 
 
-   onready var sword = get_node("Sword")
-   onready var gun = get_node("Gun")
+   @onready var sword = get_node("Sword")
+   @onready var gun = get_node("Gun")
 
 
 
 
 .. note::
 .. note::
@@ -887,7 +887,7 @@ should set the type explicitly.
 
 
 ::
 ::
 
 
-   onready var health_bar: ProgressBar = get_node("UI/LifeBar")
+   @onready var health_bar: ProgressBar = get_node("UI/LifeBar")
 
 
 Alternatively, you can use the ``as`` keyword to cast the return type, and
 Alternatively, you can use the ``as`` keyword to cast the return type, and
 that type will be used to infer the type of the var.
 that type will be used to infer the type of the var.
@@ -896,7 +896,7 @@ that type will be used to infer the type of the var.
 
 
 ::
 ::
 
 
-   onready var health_bar := get_node("UI/LifeBar") as ProgressBar
+   @onready var health_bar := get_node("UI/LifeBar") as ProgressBar
    # health_bar will be typed as ProgressBar
    # health_bar will be typed as ProgressBar
 
 
 This option is also considered more :ref:`type-safe<doc_gdscript_static_typing_safe_lines>` than the first.
 This option is also considered more :ref:`type-safe<doc_gdscript_static_typing_safe_lines>` than the first.
@@ -909,4 +909,4 @@ This option is also considered more :ref:`type-safe<doc_gdscript_static_typing_s
 
 
    # The compiler can't infer the exact type and will use Node
    # The compiler can't infer the exact type and will use Node
    # instead of ProgressBar.
    # instead of ProgressBar.
-   onready var health_bar := get_node("UI/LifeBar")
+   @onready var health_bar := get_node("UI/LifeBar")

+ 4 - 4
tutorials/scripting/nodes_and_scene_instances.rst

@@ -97,20 +97,20 @@ Syntactic sugar
 ~~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~~
 
 
 You can use two shorthands to shorten your code in GDScript. Firstly, putting the
 You can use two shorthands to shorten your code in GDScript. Firstly, putting the
-``onready`` keyword before a member variable makes it initialize right before
+``@onready`` annotation before a member variable makes it initialize right before
 the ``_ready()`` callback.
 the ``_ready()`` callback.
 
 
 .. code-block:: gdscript
 .. code-block:: gdscript
 
 
-    onready var sprite2d = get_node("Sprite2D")
+    @onready var sprite2d = get_node("Sprite2D")
 
 
 There is also a short notation for ``get_node()``: the dollar sign, "$". You
 There is also a short notation for ``get_node()``: the dollar sign, "$". You
 place it before the name or path of the node you want to get.
 place it before the name or path of the node you want to get.
 
 
 .. code-block:: gdscript
 .. code-block:: gdscript
 
 
-    onready var sprite2d = $Sprite2D
-    onready var tween = $ShieldBar/Tween
+    @onready var sprite2d = $Sprite2D
+    @onready var tween = $ShieldBar/Tween
 
 
 Creating nodes
 Creating nodes
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