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Merge pull request #8456 from RobProductions/patch-1

Fix styling and grammar in object_class.rst
Max Hilbrunner 1 an în urmă
părinte
comite
a120779ca2
1 a modificat fișierele cu 13 adăugiri și 13 ștergeri
  1. 13 13
      contributing/development/core_and_modules/object_class.rst

+ 13 - 13
contributing/development/core_and_modules/object_class.rst

@@ -14,7 +14,7 @@ General definition
 :ref:`Object <class_object>` is the base class for almost everything. Most classes in Godot
 :ref:`Object <class_object>` is the base class for almost everything. Most classes in Godot
 inherit directly or indirectly from it. Objects provide reflection and
 inherit directly or indirectly from it. Objects provide reflection and
 editable properties, and declaring them is a matter of using a single
 editable properties, and declaring them is a matter of using a single
-macro like this.
+macro like this:
 
 
 .. code-block:: cpp
 .. code-block:: cpp
 
 
@@ -23,7 +23,7 @@ macro like this.
         GDCLASS(CustomObject, Object); // this is required to inherit
         GDCLASS(CustomObject, Object); // this is required to inherit
     };
     };
 
 
-This makes Objects gain a lot of functionality, like for example
+This adds a lot of functionality to Objects. For example:
 
 
 .. code-block:: cpp
 .. code-block:: cpp
 
 
@@ -108,7 +108,7 @@ Classes often have enums such as:
     };
     };
 
 
 For these to work when binding to methods, the enum must be declared
 For these to work when binding to methods, the enum must be declared
-convertible to int, for this a macro is provided:
+convertible to int. A macro is provided to help with this:
 
 
 .. code-block:: cpp
 .. code-block:: cpp
 
 
@@ -129,7 +129,7 @@ Objects export properties, properties are useful for the following:
 -  Serializing and deserializing the object.
 -  Serializing and deserializing the object.
 -  Creating a list of editable values for the Object derived class.
 -  Creating a list of editable values for the Object derived class.
 
 
-Properties are usually defined by the PropertyInfo() class. Usually
+Properties are usually defined by the PropertyInfo() class and
 constructed as:
 constructed as:
 
 
 .. code-block:: cpp
 .. code-block:: cpp
@@ -142,9 +142,9 @@ For example:
 
 
     PropertyInfo(Variant::INT, "amount", PROPERTY_HINT_RANGE, "0,49,1", PROPERTY_USAGE_EDITOR)
     PropertyInfo(Variant::INT, "amount", PROPERTY_HINT_RANGE, "0,49,1", PROPERTY_USAGE_EDITOR)
 
 
-This is an integer property, named "amount", hint is a range, range goes
-from 0 to 49 in steps of 1 (integers). It is only usable for the editor
-(edit value visually) but won't be serialized.
+This is an integer property named "amount". The hint is a range, and the range 
+goes from 0 to 49 in steps of 1 (integers). It is only usable for the editor
+(editing the value visually) but won't be serialized.
 
 
 Another example:
 Another example:
 
 
@@ -267,14 +267,14 @@ References:
 
 
 -  `core/object/reference.h <https://github.com/godotengine/godot/blob/master/core/object/ref_counted.h>`__
 -  `core/object/reference.h <https://github.com/godotengine/godot/blob/master/core/object/ref_counted.h>`__
 
 
-Resources:
+Resources
 ----------
 ----------
 
 
 :ref:`Resource <class_resource>` inherits from Reference, so all resources
 :ref:`Resource <class_resource>` inherits from Reference, so all resources
 are reference counted. Resources can optionally contain a path, which
 are reference counted. Resources can optionally contain a path, which
-reference a file on disk. This can be set with ``resource.set_path(path)``.
-This is normally done by the resource loader though. No two different
-resources can have the same path, attempt to do so will result in an error.
+reference a file on disk. This can be set with ``resource.set_path(path)``,
+though this is normally done by the resource loader. No two different
+resources can have the same path; attempting to do so will result in an error.
 
 
 Resources without a path are fine too.
 Resources without a path are fine too.
 
 
@@ -313,8 +313,8 @@ Saving a resource can be done with the resource saver API:
 
 
     ResourceSaver::save("res://someresource.res", instance)
     ResourceSaver::save("res://someresource.res", instance)
 
 
-Instance will be saved. Sub resources that have a path to a file will be
-saved as a reference to that resource. Sub resources without a path will
+The instance will be saved, and sub resources that have a path to a file will
+be saved as a reference to that resource. Sub resources without a path will
 be bundled with the saved resource and assigned sub-IDs, like
 be bundled with the saved resource and assigned sub-IDs, like
 ``res://someresource.res::1``. This also helps to cache them when loaded.
 ``res://someresource.res::1``. This also helps to cache them when loaded.