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Updating change_scene and change_scene_to (#6175)

* Updating change_scene and chnage_scene_to

solves #6156
Kirrby 2 years ago
parent
commit
9d9d4b821c

+ 1 - 1
tutorials/best_practices/autoloads_versus_internal_nodes.rst

@@ -6,7 +6,7 @@ Autoloads versus regular nodes
 Godot offers a feature to automatically load nodes at the root of your project,
 Godot offers a feature to automatically load nodes at the root of your project,
 allowing you to access them globally, that can fulfill the role of a Singleton:
 allowing you to access them globally, that can fulfill the role of a Singleton:
 :ref:`doc_singletons_autoload`. These auto-loaded nodes are not freed when you
 :ref:`doc_singletons_autoload`. These auto-loaded nodes are not freed when you
-change the scene from code with :ref:`SceneTree.change_scene <class_SceneTree_method_change_scene>`.
+change the scene from code with :ref:`SceneTree.change_scene_to_file <class_SceneTree_method_change_scene_to_file>`.
 
 
 In this guide, you will learn when to use the Autoload feature, and techniques
 In this guide, you will learn when to use the Autoload feature, and techniques
 you can use to avoid it.
 you can use to avoid it.

+ 1 - 1
tutorials/best_practices/scene_organization.rst

@@ -294,7 +294,7 @@ If one has a system that...
 
 
   For smaller games, a simpler alternative with less control would be to have
   For smaller games, a simpler alternative with less control would be to have
   a "Game" singleton that simply calls the
   a "Game" singleton that simply calls the
-  :ref:`SceneTree.change_scene() <class_SceneTree_method_change_scene>` method
+  :ref:`SceneTree.change_scene_to_file() <class_SceneTree_method_change_scene_to_file>` method
   to swap out the main scene's content. This structure more or less keeps
   to swap out the main scene's content. This structure more or less keeps
   the "World" as the main game node.
   the "World" as the main game node.
 
 

+ 2 - 2
tutorials/scripting/change_scenes_manually.rst

@@ -42,8 +42,8 @@ balancing operation speed and memory consumption as well as balancing data
 access and integrity.
 access and integrity.
 
 
 1. **We can delete the existing scene.**
 1. **We can delete the existing scene.**
-   :ref:`SceneTree.change_scene() <class_SceneTree_method_change_scene>` and
-   :ref:`SceneTree.change_scene_to() <class_SceneTree_method_change_scene_to>`
+   :ref:`SceneTree.change_scene_to_file() <class_SceneTree_method_change_scene_to_file>` and
+   :ref:`SceneTree.change_scene_to_packed() <class_SceneTree_method_change_scene_to_packed>`
    will delete the current scene immediately. Developers can also delete the
    will delete the current scene immediately. Developers can also delete the
    main scene though. Assuming the root node's name is "Main", one could do
    main scene though. Assuming the root node's name is "Main", one could do
    ``get_node("/root/Main").free()`` to delete the whole scene.
    ``get_node("/root/Main").free()`` to delete the whole scene.

+ 4 - 4
tutorials/scripting/scene_tree.rst

@@ -141,14 +141,14 @@ Changing current scene
 
 
 After a scene is loaded, you may want to change this scene for
 After a scene is loaded, you may want to change this scene for
 another one. One way to do this is to use the
 another one. One way to do this is to use the
-:ref:`SceneTree.change_scene() <class_SceneTree_method_change_scene>`
+:ref:`SceneTree.change_scene_to_file() <class_SceneTree_method_change_scene_to_file>`
 function:
 function:
 
 
 .. tabs::
 .. tabs::
  .. code-tab:: gdscript GDScript
  .. code-tab:: gdscript GDScript
 
 
     func _my_level_was_completed():
     func _my_level_was_completed():
-        get_tree().change_scene("res://levels/level2.tscn")
+        get_tree().change_scene_to_file("res://levels/level2.tscn")
 
 
  .. code-tab:: csharp
  .. code-tab:: csharp
 
 
@@ -160,7 +160,7 @@ function:
 Rather than using file paths, one can also use ready-made
 Rather than using file paths, one can also use ready-made
 :ref:`PackedScene <class_PackedScene>` resources using the equivalent
 :ref:`PackedScene <class_PackedScene>` resources using the equivalent
 function
 function
-:ref:`SceneTree.change_scene_to(PackedScene scene) <class_SceneTree_method_change_scene_to>`:
+:ref:`SceneTree.change_scene_to_packed(PackedScene scene) <class_SceneTree_method_change_scene_to_packed>`:
 
 
 .. tabs::
 .. tabs::
  .. code-tab:: gdscript GDScript
  .. code-tab:: gdscript GDScript
@@ -168,7 +168,7 @@ function
     var next_scene = preload("res://levels/level2.tscn")
     var next_scene = preload("res://levels/level2.tscn")
 
 
     func _my_level_was_completed():
     func _my_level_was_completed():
-    	get_tree().change_scene_to(next_scene)
+    	get_tree().change_scene_to_packed(next_scene)
 
 
  .. code-tab:: csharp
  .. code-tab:: csharp
 
 

+ 3 - 3
tutorials/scripting/singletons_autoload.rst

@@ -115,7 +115,7 @@ Custom scene switcher
 
 
 This tutorial will demonstrate building a scene switcher using autoloads.
 This tutorial will demonstrate building a scene switcher using autoloads.
 For basic scene switching, you can use the
 For basic scene switching, you can use the
-:ref:`SceneTree.change_scene() <class_SceneTree_method_change_scene>`
+:ref:`SceneTree.change_scene_to_file() <class_SceneTree_method_change_scene_to_file>`
 method (see :ref:`doc_scene_tree` for details). However, if you need more
 method (see :ref:`doc_scene_tree` for details). However, if you need more
 complex behavior when changing scenes, this method provides more functionality.
 complex behavior when changing scenes, this method provides more functionality.
 
 
@@ -208,7 +208,7 @@ current scene and replace it with the requested one.
         # Add it to the active scene, as child of root.
         # Add it to the active scene, as child of root.
         get_tree().root.add_child(current_scene)
         get_tree().root.add_child(current_scene)
 
 
-        # Optionally, to make it compatible with the SceneTree.change_scene() API.
+        # Optionally, to make it compatible with the SceneTree.change_scene_to_file() API.
         get_tree().current_scene = current_scene
         get_tree().current_scene = current_scene
 
 
  .. code-tab:: csharp
  .. code-tab:: csharp
@@ -241,7 +241,7 @@ current scene and replace it with the requested one.
         // Add it to the active scene, as child of root.
         // Add it to the active scene, as child of root.
         GetTree().Root.AddChild(CurrentScene);
         GetTree().Root.AddChild(CurrentScene);
 
 
-        // Optionally, to make it compatible with the SceneTree.change_scene() API.
+        // Optionally, to make it compatible with the SceneTree.change_scene_to_file() API.
         GetTree().CurrentScene = CurrentScene;
         GetTree().CurrentScene = CurrentScene;
     }
     }