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Reference -> RefCounted

Max Hilbrunner 2 年之前
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9862cbea87

+ 4 - 4
development/cpp/object_class.rst

@@ -247,14 +247,14 @@ More information can be found on the :ref:`doc_godot_notifications` page.
 References
 ----------
 
-:ref:`Reference <class_ReferenceCounted>` inherits from Object and holds a
+:ref:`RefCounted <class_RefCounted>` inherits from Object and holds a
 reference count. It is the base for reference counted object types.
 Declaring them must be done using Ref<> template. For example:
 
 .. code-block:: cpp
 
-    class MyReference: public Reference {
-        GDCLASS(MyReference, Reference);
+    class MyReference: public RefCounted {
+        GDCLASS(MyReference, RefCounted);
     };
 
     Ref<MyReference> myref(memnew(MyReference));
@@ -265,7 +265,7 @@ templates point to it.
 References:
 ~~~~~~~~~~~
 
--  `core/object/reference.h <https://github.com/godotengine/godot/blob/master/core/object/reference.h>`__
+-  `core/object/reference.h <https://github.com/godotengine/godot/blob/master/core/object/ref_counted.h>`__
 
 Resources:
 ----------

+ 1 - 1
getting_started/step_by_step/scripting_first_script.rst

@@ -121,7 +121,7 @@ node, including classes it extends, like ``Node2D``, ``CanvasItem``, and
 ``Node``.
 
 .. note:: In GDScript, if you omit the line with the ``extends`` keyword, your
-          class will implicitly extend :ref:`Reference <class_Reference>`, which
+          class will implicitly extend :ref:`RefCounted <class_RefCounted>`, which
           Godot uses to manage your application's memory.
 
 Inherited properties include the ones you can see in the Inspector dock, like

+ 1 - 1
tutorials/best_practices/godot_interfaces.rst

@@ -29,7 +29,7 @@ is to get a reference to an existing object from another acquired instance.
     Object obj = node.Object; // Property access.
     Object obj = node.GetObject(); // Method access.
 
-The same principle applies for :ref:`Reference <class_Reference>` objects.
+The same principle applies for :ref:`RefCounted <class_RefCounted>` objects.
 While users often access :ref:`Node <class_Node>` and
 :ref:`Resource <class_Resource>` this way, alternative measures are available.
 

+ 1 - 1
tutorials/best_practices/logic_preferences.rst

@@ -130,7 +130,7 @@ consider:
       would be to unload the entire script. If they are instead loaded
       properties, then one can set them to ``null`` and remove all references
       to the resource entirely (which, as a
-      :ref:`Reference <class_Reference>`-extending type, will cause the
+      :ref:`RefCounted <class_RefCounted>`-extending type, will cause the
       resources to delete themselves from memory).
 
 Large levels: static vs. dynamic

+ 2 - 2
tutorials/best_practices/what_are_godot_classes.rst

@@ -41,8 +41,8 @@ available from the ``ClassDB``.
 .. note::
 
     Even scripts that don't use the ``extends`` keyword implicitly inherit from the engine's base
-    :ref:`Reference <class_Reference>` class. As a result, you can instantiate scripts without the
-    ``extends`` keyword from code. Since they extend ``Reference`` though, you cannot attach them to
+    :ref:`RefCounted <class_RefCounted>` class. As a result, you can instantiate scripts without the
+    ``extends`` keyword from code. Since they extend ``RefCounted`` though, you cannot attach them to
     a :ref:`Node <class_Node>`.
 
 Scenes

+ 1 - 1
tutorials/performance/using_servers.rst

@@ -52,7 +52,7 @@ Most Godot nodes and resources contain these RIDs from the servers internally, a
 be obtained with different functions. In fact, anything that inherits :ref:`Resource <class_Resource>`
 can be directly casted to an RID. Not all resources contain an RID, though: in such cases, the RID will be empty. The resource can then be passed to server APIs as an RID.
 
-.. Warning::  Resources are reference-counted (see :ref:`Reference <class_Reference>`), and
+.. Warning::  Resources are reference-counted (see :ref:`RefCounted <class_RefCounted>`), and
               references to a resource's RID are *not* counted when determining whether
               the resource is still in use. Make sure to keep a reference to the resource
               outside the server, or else both it and its RID will be erased.

+ 9 - 9
tutorials/scripting/resources.rst

@@ -80,7 +80,7 @@ There are two ways to load resources from code. First, you can use the ``load()`
 
     func _ready():
         # Godot loads the Resource when it reads this very line.
-        var imported_resource = load("res://robi.png") 
+        var imported_resource = load("res://robi.png")
         $sprite.texture = imported_resource
 
  .. code-tab:: csharp
@@ -165,7 +165,7 @@ This comes with many distinct advantages over alternative data
 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
 :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:`RefCounted <class_RefCounted>`,
 and :ref:`Resource <class_Resource>` features:
 
 - They can define constants, so constants from other data fields or objects are not needed.
@@ -210,7 +210,7 @@ Attach a script to it named ``bot_stats.gd`` (or just create a new script, and t
 .. tabs::
   .. code-tab:: gdscript GDScript
     extends Resource
-    
+
     @export var health : int
     @export var sub_resource : Resource
     @export var strings : PackedStringArray
@@ -222,7 +222,7 @@ Attach a script to it named ``bot_stats.gd`` (or just create a new script, and t
         health = p_health
         sub_resource = p_sub_resource
         strings = p_strings
-        
+
   .. code-tab:: csharp
 
         // BotStats.cs
@@ -252,9 +252,9 @@ Attach a script to it named ``bot_stats.gd`` (or just create a new script, and t
                 }
             }
         }
-      
+
 Now, create a :ref:`CharacterBody3D <class_CharacterBody3D>`, name it ``Bot``, and add the following script to it:
-       
+
 .. tabs::
   .. code-tab:: gdscript GDScript
     extends CharacterBody3D
@@ -265,9 +265,9 @@ Now, create a :ref:`CharacterBody3D <class_CharacterBody3D>`, name it ``Bot``, a
         # Uses an implicit, duck-typed interface for any 'health'-compatible resources.
         if stats:
             stats.health = 10
-            print(stats.health) 
+            print(stats.health)
             # Prints "10"
-  
+
   .. code-tab:: csharp
         // Bot.cs
         using System;
@@ -287,7 +287,7 @@ Now, create a :ref:`CharacterBody3D <class_CharacterBody3D>`, name it ``Bot``, a
                 }
             }
         }
-        
+
 Now, select the :ref:`CharacterBody3D <class_CharacterBody3D>` node which we named ``bot``, and drag&drop the ``bot_stats.tres`` resource onto the Inspector. It should print 10! Obviously, this setup can be used for more advanced features than this, but as long you really understand *how* it all worked, you should figure out everything else related to Resources.
 
 .. note::