Browse Source

Small fixes (#1232)

* Add missing C# text to list of Godot script languages

* Bug Fix: Add instruction to initialize animated_health to 0 at the begin of the script.
Without it user will get "Invalid type in built-in function 'round'. Cannot convert argument 1 from Nil to float"
Bashar Abdullah 7 years ago
parent
commit
8b96338cf2

+ 1 - 1
getting_started/editor/unity_to_godot.rst

@@ -157,7 +157,7 @@ Design
 
 As you may know already, Unity supports C#. C# benefits from its integration with Visual Studio and other features, such as static typing.
 
-Godot provides its own scripting language, :ref:`GDScript <doc_scripting>` as well as support for :ref:`Visual Script <toc-learn-scripting-visual_script>` and :ref:`doc_c_sharp`. GDScript borrows its syntax from Python, but is not related to it. If you wonder about the reasoning for a custom scripting language, please read :ref:`GDScript <doc_gdscript>` and `FAQ <faq>`_ pages. GDScript is strongly attached to the Godot API, but it is really easy to learn: between one evening for an experienced programmer and a week for a complete beginner.
+Godot provides its own scripting language, :ref:`GDScript <doc_scripting>` as well as support for :ref:`Visual Script <toc-learn-scripting-visual_script>` and :ref:`C# <doc_c_sharp>`. GDScript borrows its syntax from Python, but is not related to it. If you wonder about the reasoning for a custom scripting language, please read :ref:`GDScript <doc_gdscript>` and `FAQ <faq>`_ pages. GDScript is strongly attached to the Godot API, but it is really easy to learn: between one evening for an experienced programmer and a week for a complete beginner.
 
 Unity allows you to attach as many scripts as you want to a GameObject. Each script adds a behaviour to the GameObject: for example, you can attach a script so that it reacts to the player's controls, and another that controls its specific game logic.
 

+ 2 - 2
getting_started/step_by_step/ui_code_a_life_bar.rst

@@ -337,8 +337,8 @@ float or an integer. We can use ``interpolate_property`` to animate a
 number, but not to animate text directly. We're going to use it to
 animate a new ``GUI`` variable named ``animated_health``.
 
-At the top of the script, define a new variable and name it
-``animated_health``. Navigate back to the ``update_health`` method and
+At the top of the script, define a new variable, name it
+``animated_health``, and set its value to 0. Navigate back to the ``update_health`` method and
 clear its content. Let's animate the ``animated_health`` value. Call the
 ``Tween`` node's ``interpolate_property`` method: