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@@ -204,7 +204,7 @@ follows, can be applied to nodes:
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.. code-tab:: gdscript GDScript
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func _enter_tree():
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- # When the node enters the _Scene Tree_, it becomes active
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+ # When the node enters the Scene Tree, it becomes active
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# and this function is called. Children nodes have not entered
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# the active scene yet. In general, it's better to use _ready()
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# for most cases.
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@@ -212,13 +212,13 @@ follows, can be applied to nodes:
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func _ready():
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# This function is called after _enter_tree, but it ensures
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- # that all children nodes have also entered the _Scene Tree_,
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+ # that all children nodes have also entered the Scene Tree,
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# and became active.
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pass
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func _exit_tree():
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- # When the node exits the _Scene Tree_, this function is called.
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- # Children nodes have all exited the _Scene Tree_ at this point
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+ # When the node exits the Scene Tree, this function is called.
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+ # Children nodes have all exited the Scene Tree at this point
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# and all became inactive.
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pass
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@@ -234,7 +234,7 @@ follows, can be applied to nodes:
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public override void _EnterTree()
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{
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- // When the node enters the _Scene Tree_, it becomes active
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+ // When the node enters the Scene Tree, it becomes active
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// and this function is called. Children nodes have not entered
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// the active scene yet. In general, it's better to use _ready()
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// for most cases.
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@@ -244,15 +244,15 @@ follows, can be applied to nodes:
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public override void _Ready()
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{
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// This function is called after _enter_tree, but it ensures
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- // that all children nodes have also entered the _Scene Tree_,
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+ // that all children nodes have also entered the Scene Tree,
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// and became active.
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base._Ready();
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}
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public override void _ExitTree()
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{
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- // When the node exits the _Scene Tree_, this function is called.
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- // Children nodes have all exited the _Scene Tree_ at this point
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+ // When the node exits the Scene Tree, this function is called.
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+ // Children nodes have all exited the Scene Tree at this point
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// and all became inactive.
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base._ExitTree();
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}
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