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Merge pull request #7371 from raulsntos/dotnet/renames-2

Max Hilbrunner 2 years ago
parent
commit
b98dabbc73

+ 1 - 1
getting_started/first_2d_game/03.coding_the_player.rst

@@ -40,7 +40,7 @@ Start by declaring the member variables this object will need:
     public partial class Player : Area2D
     public partial class Player : Area2D
     {
     {
         [Export]
         [Export]
-        public int Speed = 400; // How fast the player will move (pixels/sec).
+        public int Speed { get; set; } = 400; // How fast the player will move (pixels/sec).
 
 
         public Vector2 ScreenSize; // Size of the game window.
         public Vector2 ScreenSize; // Size of the game window.
     }
     }

+ 11 - 11
getting_started/step_by_step/scripting_first_script.rst

@@ -101,7 +101,7 @@ the following line of code:
 
 
     using Godot;
     using Godot;
 
 
-    public partial class Sprite : Sprite2D
+    public partial class MySprite2D : Sprite2D
     {
     {
     }
     }
 
 
@@ -143,7 +143,7 @@ Add the following code to your script:
 
 
  .. code-tab:: csharp C#
  .. code-tab:: csharp C#
 
 
-    public Sprite()
+    public MySprite2D()
     {
     {
         GD.Print("Hello, world!");
         GD.Print("Hello, world!");
     }
     }
@@ -183,8 +183,8 @@ angular speed in radians per second.  Add the following after the ``extends Spri
 
 
  .. code-tab:: csharp C#
  .. code-tab:: csharp C#
 
 
-    private int Speed = 400;
-    private float AngularSpeed = Mathf.Pi;
+    private int _speed = 400;
+    private float _angularSpeed = Mathf.Pi;
 
 
 Member variables sit near the top of the script, after any "extends" lines,
 Member variables sit near the top of the script, after any "extends" lines,
 but before functions. Every node
 but before functions. Every node
@@ -226,7 +226,7 @@ At the bottom of the script, define the function:
 
 
     public override void _Process(double delta)
     public override void _Process(double delta)
     {
     {
-        Rotation += AngularSpeed * (float)delta;
+        Rotation += _angularSpeed * (float)delta;
     }
     }
 
 
 The ``func`` keyword defines a new function. After it, we have to write the
 The ``func`` keyword defines a new function. After it, we have to write the
@@ -272,7 +272,7 @@ them.
 
 
  .. code-tab:: csharp C#
  .. code-tab:: csharp C#
 
 
-    var velocity = Vector2.Up.Rotated(Rotation) * Speed;
+    var velocity = Vector2.Up.Rotated(Rotation) * _speed;
 
 
     Position += velocity * (float)delta;
     Position += velocity * (float)delta;
 
 
@@ -327,15 +327,15 @@ Here is the complete ``sprite_2d.gd`` file for reference.
 
 
     using Godot;
     using Godot;
 
 
-    public partial class Sprite : Sprite2D
+    public partial class MySprite2D : Sprite2D
     {
     {
-        private int Speed = 400;
-        private float AngularSpeed = Mathf.Pi;
+        private int _speed = 400;
+        private float _angularSpeed = Mathf.Pi;
 
 
         public override void _Process(double delta)
         public override void _Process(double delta)
         {
         {
-            Rotation += AngularSpeed * (float)delta;
-            var velocity = Vector2.Up.Rotated(Rotation) * Speed;
+            Rotation += _angularSpeed * (float)delta;
+            var velocity = Vector2.Up.Rotated(Rotation) * _speed;
 
 
             Position += velocity * (float)delta;
             Position += velocity * (float)delta;
         }
         }

+ 5 - 5
getting_started/step_by_step/scripting_player_input.rst

@@ -56,7 +56,7 @@ code below.
         direction = 1;
         direction = 1;
     }
     }
 
 
-    Rotation += AngularSpeed * direction * (float)delta;
+    Rotation += _angularSpeed * direction * (float)delta;
 
 
 Our ``direction`` local variable is a multiplier representing the direction in
 Our ``direction`` local variable is a multiplier representing the direction in
 which the player wants to turn. A value of ``0`` means the player isn't pressing
 which the player wants to turn. A value of ``0`` means the player isn't pressing
@@ -146,8 +146,8 @@ Here is the complete ``sprite_2d.gd`` file for reference.
 
 
     public partial class Sprite : Sprite2D
     public partial class Sprite : Sprite2D
     {
     {
-        private float Speed = 400;
-        private float AngularSpeed = Mathf.Pi;
+        private float _speed = 400;
+        private float _angularSpeed = Mathf.Pi;
 
 
         public override void _Process(double delta)
         public override void _Process(double delta)
         {
         {
@@ -161,12 +161,12 @@ Here is the complete ``sprite_2d.gd`` file for reference.
                 direction = 1;
                 direction = 1;
             }
             }
 
 
-            Rotation += AngularSpeed * direction * (float)delta;
+            Rotation += _angularSpeed * direction * (float)delta;
 
 
             var velocity = Vector2.Zero;
             var velocity = Vector2.Zero;
             if (Input.IsActionPressed("ui_up"))
             if (Input.IsActionPressed("ui_up"))
             {
             {
-                velocity = Vector2.Up.Rotated(Rotation) * Speed;
+                velocity = Vector2.Up.Rotated(Rotation) * _speed;
             }
             }
 
 
             Position += velocity * (float)delta;
             Position += velocity * (float)delta;

+ 2 - 2
tutorials/2d/2d_movement.rst

@@ -136,7 +136,7 @@ while up/down moves it forward or backward in whatever direction it's facing.
         public void GetInput()
         public void GetInput()
         {
         {
             _rotationDirection = Input.GetAxis("left", "right");
             _rotationDirection = Input.GetAxis("left", "right");
-            Velocity = Transform.x * Input.GetAxis("down", "up") * Speed;
+            Velocity = Transform.X * Input.GetAxis("down", "up") * Speed;
         }
         }
 
 
         public override void _PhysicsProcess(double delta)
         public override void _PhysicsProcess(double delta)
@@ -189,7 +189,7 @@ is set by the mouse position instead of the keyboard. The character will always
         public void GetInput()
         public void GetInput()
         {
         {
             LookAt(GetGlobalMousePosition());
             LookAt(GetGlobalMousePosition());
-            Velocity = Transform.x * Input.GetAxis("down", "up") * Speed;
+            Velocity = Transform.X * Input.GetAxis("down", "up") * Speed;
         }
         }
 
 
         public override void _PhysicsProcess(double delta)
         public override void _PhysicsProcess(double delta)

+ 1 - 1
tutorials/2d/2d_transforms.rst

@@ -80,7 +80,7 @@ coordinates, just multiply in the following order:
 
 
  .. code-tab:: csharp
  .. code-tab:: csharp
 
 
-    var screenCord = (GetViewportTransform() * GetGlobalTransform()).Xform(localPos);
+    var screenCord = GetViewportTransform() * (GetGlobalTransform() * localPos);
 
 
 Keep in mind, however, that it is generally not desired to work with
 Keep in mind, however, that it is generally not desired to work with
 screen coordinates. The recommended approach is to simply work in Canvas
 screen coordinates. The recommended approach is to simply work in Canvas

+ 3 - 3
tutorials/audio/recording_with_microphone.rst

@@ -82,7 +82,7 @@ and :ref:`set_recording_active() <class_AudioEffectRecord_method_set_recording_a
 
 
   .. code-tab:: csharp
   .. code-tab:: csharp
 
 
-    public void OnRecordButtonPressed()
+    private void OnRecordButtonPressed()
     {
     {
         if (_effect.IsRecordingActive())
         if (_effect.IsRecordingActive())
         {
         {
@@ -126,7 +126,7 @@ the recorded stream can be stored into the ``recording`` variable by calling
 
 
   .. code-tab:: csharp
   .. code-tab:: csharp
 
 
-    public void OnPlayButtonPressed()
+    private void OnPlayButtonPressed()
     {
     {
         GD.Print(_recording);
         GD.Print(_recording);
         GD.Print(_recording.Format);
         GD.Print(_recording.Format);
@@ -152,7 +152,7 @@ To playback the recording, you assign the recording as the stream of the
 
 
   .. code-tab:: csharp
   .. code-tab:: csharp
 
 
-    public void OnSavebuttonPressed()
+    private void OnSaveButtonPressed()
     {
     {
         string savePath = GetNode<LineEdit>("SaveButton/Filename").Text;
         string savePath = GetNode<LineEdit>("SaveButton/Filename").Text;
         _recording.SaveToWav(savePath);
         _recording.SaveToWav(savePath);

+ 7 - 8
tutorials/best_practices/godot_interfaces.rst

@@ -499,12 +499,11 @@ accesses:
 
 
     public partial class Child : Node
     public partial class Child : Node
     {
     {
-        public FuncRef FN = null;
+        public Callable? Callable { get; set; }
 
 
         public void MyMethod()
         public void MyMethod()
         {
         {
-            Debug.Assert(FN != null);
-            FN.CallFunc();
+            Callable?.Call();
         }
         }
     }
     }
 
 
@@ -513,18 +512,18 @@ accesses:
 
 
     public partial class Parent : Node
     public partial class Parent : Node
     {
     {
-        public Node Child;
+        private Child _child;
 
 
         public void _Ready()
         public void _Ready()
         {
         {
-            Child = GetNode("Child");
-            Child.Set("FN", GD.FuncRef(this, "PrintMe"));
-            Child.MyMethod();
+            _child = GetNode<Child>("Child");
+            _child.Callable = Callable.From(PrintMe);
+            _child.MyMethod();
         }
         }
 
 
         public void PrintMe() {
         public void PrintMe() {
         {
         {
-            GD.Print(GetClass());
+            GD.Print(Name);
         }
         }
     }
     }
 
 

+ 11 - 11
tutorials/best_practices/godot_notifications.rst

@@ -128,9 +128,9 @@ deltatime methods as needed.
         }
         }
 
 
         // Called during every input event. Equally true for _input().
         // Called during every input event. Equally true for _input().
-        public void _UnhandledInput(InputEvent event)
+        public void _UnhandledInput(InputEvent @event)
         {
         {
-            switch (event)
+            switch (@event)
             {
             {
                 case InputEventKey:
                 case InputEventKey:
                     if (Input.IsActionJustPressed("ui_accept"))
                     if (Input.IsActionJustPressed("ui_accept"))
@@ -242,7 +242,7 @@ nodes that one might create at runtime.
     var parent_cache
     var parent_cache
 
 
     func connection_check():
     func connection_check():
-        return parent.has_user_signal("interacted_with")
+        return parent_cache.has_user_signal("interacted_with")
 
 
     func _notification(what):
     func _notification(what):
         match what:
         match what:
@@ -263,34 +263,34 @@ nodes that one might create at runtime.
 
 
     public partial class MyNode : Node
     public partial class MyNode : Node
     {
     {
-        public Node ParentCache = null;
+        private Node _parentCache;
 
 
         public void ConnectionCheck()
         public void ConnectionCheck()
         {
         {
-            return ParentCache.HasUserSignal("InteractedWith");
+            return _parentCache.HasUserSignal("InteractedWith");
         }
         }
 
 
         public void _Notification(int what)
         public void _Notification(int what)
         {
         {
             switch (what)
             switch (what)
             {
             {
-                case NOTIFICATION_PARENTED:
-                    ParentCache = GetParent();
+                case NotificationParented:
+                    _parentCache = GetParent();
                     if (ConnectionCheck())
                     if (ConnectionCheck())
                     {
                     {
-                        ParentCache.Connect("InteractedWith", OnParentInteractedWith);
+                        _parentCache.Connect("InteractedWith", Callable.From(OnParentInteractedWith));
                     }
                     }
                     break;
                     break;
-                case NOTIFICATION_UNPARENTED:
+                case NotificationUnparented:
                     if (ConnectionCheck())
                     if (ConnectionCheck())
                     {
                     {
-                        ParentCache.Disconnect("InteractedWith", OnParentInteractedWith);
+                        _parentCache.Disconnect("InteractedWith", Callable.From(OnParentInteractedWith));
                     }
                     }
                     break;
                     break;
             }
             }
         }
         }
 
 
-        public void OnParentInteractedWith()
+        private void OnParentInteractedWith()
         {
         {
             GD.Print("I'm reacting to my parent's interaction!");
             GD.Print("I'm reacting to my parent's interaction!");
         }
         }

+ 5 - 5
tutorials/math/matrices_and_transforms.rst

@@ -563,21 +563,21 @@ transformations:
     // The transform is the identity transform.
     // The transform is the identity transform.
 
 
 Transforming a position by a transform and its inverse results in the
 Transforming a position by a transform and its inverse results in the
-same position (same for "xform_inv"):
+same position:
 
 
 .. tabs::
 .. tabs::
  .. code-tab:: gdscript GDScript
  .. code-tab:: gdscript GDScript
 
 
     var ti = transform.affine_inverse()
     var ti = transform.affine_inverse()
-    position = transform.xform(position)
-    position = ti.xform(position)
+    position = transform * position
+    position = ti * position
     # The position is the same as before.
     # The position is the same as before.
 
 
  .. code-tab:: csharp
  .. code-tab:: csharp
 
 
     Transform2D ti = Transform.AffineInverse();
     Transform2D ti = Transform.AffineInverse();
-    Position = Transform.Xform(Position);
-    Position = ti.Xform(Position);
+    Position = Transform * Position;
+    Position = ti * Position;
     // The position is the same as before.
     // The position is the same as before.
 
 
 How does it all work in 3D?
 How does it all work in 3D?

+ 24 - 18
tutorials/physics/kinematic_character_2d.rst

@@ -65,9 +65,9 @@ or lose precision if the frame rate is too high or too low.
 
 
     using Godot;
     using Godot;
 
 
-    public partial class PhysicsScript : CharacterBody2D
+    public partial class MyCharacterBody2D : CharacterBody2D
     {
     {
-        public override void _PhysicsProcess(float delta)
+        public override void _PhysicsProcess(double delta)
         {
         {
         }
         }
     }
     }
@@ -129,9 +129,9 @@ So, let's move our sprite downwards until it hits the floor:
 
 
     using Godot;
     using Godot;
 
 
-    public partial class PhysicsScript : CharacterBody2D
+    public partial class MyCharacterBody2D : CharacterBody2D
     {
     {
-        public override void _PhysicsProcess(float delta)
+        public override void _PhysicsProcess(double delta)
         {
         {
             // Move down 1 pixel per physics frame
             // Move down 1 pixel per physics frame
             MoveAndCollide(new Vector2(0, 1));
             MoveAndCollide(new Vector2(0, 1));
@@ -161,15 +161,17 @@ little more like a regular game character:
 
 
     using Godot;
     using Godot;
 
 
-    public partial class PhysicsScript : CharacterBody2D
+    public partial class MyCharacterBody2D : CharacterBody2D
     {
     {
-        const float gravity = 200.0f;
+        private const float Gravity = 200.0f;
 
 
-        public override void _PhysicsProcess(float delta)
+        public override void _PhysicsProcess(double delta)
         {
         {
-            velocity.y += delta * gravity;
+            var velocity = Velocity;
+            velocity.Y += (float)delta * Gravity;
+            Velocity = velocity;
 
 
-            var motion = velocity * delta;
+            var motion = velocity * (float)delta;
             MoveAndCollide(motion);
             MoveAndCollide(motion);
         }
         }
     }
     }
@@ -205,30 +207,34 @@ This adds basic support for walking when pressing left and right:
 
 
     using Godot;
     using Godot;
 
 
-    public partial class PhysicsScript : CharacterBody2D
+    public partial class MyCharacterBody2D : CharacterBody2D
     {
     {
-        const float gravity = 200.0f;
-        const int walkSpeed = 200;
+        private const float Gravity = 200.0f;
+        private const int WalkSpeed = 200;
 
 
-        public override void _PhysicsProcess(float delta)
+        public override void _PhysicsProcess(double delta)
         {
         {
-            velocity.y += delta * gravity;
+            var velocity = Velocity;
+
+            velocity.Y += (float)delta * Gravity;
 
 
             if (Input.IsActionPressed("ui_left"))
             if (Input.IsActionPressed("ui_left"))
             {
             {
-                velocity.x = -walkSpeed;
+                velocity.X = -WalkSpeed;
             }
             }
             else if (Input.IsActionPressed("ui_right"))
             else if (Input.IsActionPressed("ui_right"))
             {
             {
-                velocity.x = walkSpeed;
+                velocity.X = WalkSpeed;
             }
             }
             else
             else
             {
             {
-                velocity.x = 0;
+                velocity.X = 0;
             }
             }
 
 
+            Velocity = velocity;
+
             // "MoveAndSlide" already takes delta time into account.
             // "MoveAndSlide" already takes delta time into account.
-            MoveAndSlide(velocity, new Vector2(0, -1));
+            MoveAndSlide();
         }
         }
     }
     }
 
 

+ 15 - 10
tutorials/physics/physics_introduction.rst

@@ -378,9 +378,9 @@ occurred:
     {
     {
         private Vector2 _velocity = new Vector2(250, 250);
         private Vector2 _velocity = new Vector2(250, 250);
 
 
-        public override void _PhysicsProcess(float delta)
+        public override void _PhysicsProcess(double delta)
         {
         {
-            var collisionInfo = MoveAndCollide(_velocity * delta);
+            var collisionInfo = MoveAndCollide(_velocity * (float)delta);
             if (collisionInfo != null)
             if (collisionInfo != null)
             {
             {
                 var collisionPoint = collisionInfo.GetPosition();
                 var collisionPoint = collisionInfo.GetPosition();
@@ -410,9 +410,9 @@ Or to bounce off of the colliding object:
     {
     {
         private Vector2 _velocity = new Vector2(250, 250);
         private Vector2 _velocity = new Vector2(250, 250);
 
 
-        public override void _PhysicsProcess(float delta)
+        public override void _PhysicsProcess(double delta)
         {
         {
-            var collisionInfo = MoveAndCollide(_velocity * delta);
+            var collisionInfo = MoveAndCollide(_velocity * (float)delta);
             if (collisionInfo != null)
             if (collisionInfo != null)
                 _velocity = _velocity.Bounce(collisionInfo.Normal);
                 _velocity = _velocity.Bounce(collisionInfo.Normal);
         }
         }
@@ -473,23 +473,28 @@ the ground (including slopes) and jump when standing on the ground:
 
 
         private void GetInput()
         private void GetInput()
         {
         {
-            _velocity.x = 0;
+            var velocity = Velocity;
+            velocity.X = 0;
 
 
             var right = Input.IsActionPressed("ui_right");
             var right = Input.IsActionPressed("ui_right");
             var left = Input.IsActionPressed("ui_left");
             var left = Input.IsActionPressed("ui_left");
             var jump = Input.IsActionPressed("ui_select");
             var jump = Input.IsActionPressed("ui_select");
 
 
             if (IsOnFloor() && jump)
             if (IsOnFloor() && jump)
-                _velocity.y = _jumpSpeed;
+                velocity.Y = _jumpSpeed;
             if (right)
             if (right)
-                _velocity.x += _runSpeed;
+                velocity.X += _runSpeed;
             if (left)
             if (left)
-                _velocity.x -= _runSpeed;
+                velocity.X -= _runSpeed;
+
+            Velocity = velocity;
         }
         }
 
 
-        public override void _PhysicsProcess(float delta)
+        public override void _PhysicsProcess(double delta)
         {
         {
-            _velocity.y += _gravity * delta;
+            var velocity = Velocity;
+            velocity.Y += _gravity * (float)delta;
+            Velocity = velocity;
             GetInput();
             GetInput();
             MoveAndSlide();
             MoveAndSlide();
         }
         }

+ 1 - 2
tutorials/physics/using_area_2d.rst

@@ -82,8 +82,7 @@ use ``area_entered``. However, let's assume our player is a ``CharacterBody2D``
 
 
     public partial class Coin : Area2D
     public partial class Coin : Area2D
     {
     {
-
-        public void OnCoinBodyEntered(PhysicsBody2D body)
+        private void OnCoinBodyEntered(PhysicsBody2D body)
         {
         {
             QueueFree();
             QueueFree();
         }
         }

+ 15 - 14
tutorials/physics/using_character_body_2d.rst

@@ -187,8 +187,9 @@ the same collision response:
     var collision = MoveAndCollide(Velocity * (float)delta);
     var collision = MoveAndCollide(Velocity * (float)delta);
     if (collision != null)
     if (collision != null)
     {
     {
-        velocity = velocity.Slide(collision.GetNormal());
+        Velocity = Velocity.Slide(collision.GetNormal());
     }
     }
+
     // using MoveAndSlide
     // using MoveAndSlide
     MoveAndSlide();
     MoveAndSlide();
 
 
@@ -250,14 +251,14 @@ Attach a script to the CharacterBody2D and add the following code:
 
 
     using Godot;
     using Godot;
 
 
-    public partial class CBExample : CharacterBody2D
+    public partial class MyCharacterBody2D : CharacterBody2D
     {
     {
-        public int Speed = 300;
+        private int _speed = 300;
 
 
         public void GetInput()
         public void GetInput()
         {
         {
             Vector2 inputDir = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down");
             Vector2 inputDir = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down");
-            Velocity = inputDir * Speed;
+            Velocity = inputDir * _speed;
         }
         }
 
 
         public override void _PhysicsProcess(double delta)
         public override void _PhysicsProcess(double delta)
@@ -334,16 +335,16 @@ uses the mouse pointer. Here is the code for the Player, using ``move_and_slide(
 
 
     using Godot;
     using Godot;
 
 
-    public partial class CBExample : CharacterBody2D
+    public partial class MyCharacterBody2D : CharacterBody2D
     {
     {
         private PackedScene _bullet = (PackedScene)GD.Load("res://bullet.tscn");
         private PackedScene _bullet = (PackedScene)GD.Load("res://bullet.tscn");
-        public int Speed = 200;
+        private int _speed = 200;
 
 
         public void GetInput()
         public void GetInput()
         {
         {
             // Add these actions in Project Settings -> Input Map.
             // Add these actions in Project Settings -> Input Map.
             float inputDir = Input.GetAxis("backward", "forward");
             float inputDir = Input.GetAxis("backward", "forward");
-            Velocity = Transform.x * inputDir * Speed;
+            Velocity = Transform.X * inputDir * _speed;
             if (Input.IsActionPressed("shoot"))
             if (Input.IsActionPressed("shoot"))
             {
             {
                 Shoot();
                 Shoot();
@@ -403,7 +404,7 @@ And the code for the Bullet:
 
 
     public partial class Bullet : CharacterBody2D
     public partial class Bullet : CharacterBody2D
     {
     {
-        public int Speed = 750;
+        public int _speed = 750;
 
 
         public void Start(Vector2 position, float direction)
         public void Start(Vector2 position, float direction)
         {
         {
@@ -425,7 +426,7 @@ And the code for the Bullet:
             }
             }
         }
         }
 
 
-        public void OnVisibilityNotifier2DScreenExited()
+        private void OnVisibilityNotifier2DScreenExited()
         {
         {
             // Deletes the bullet when it exits the screen.
             // Deletes the bullet when it exits the screen.
             QueueFree();
             QueueFree();
@@ -490,10 +491,10 @@ Here's the code for the player body:
 
 
     using Godot;
     using Godot;
 
 
-    public partial class CBExample : CharacterBody2D
+    public partial class MyCharacterBody2D : CharacterBody2D
     {
     {
-        public float Speed = 100.0f;
-        public float JumpSpeed = -400.0f;
+        private float _speed = 100.0f;
+        private float _jumpSpeed = -400.0f;
 
 
         // Get the gravity from the project settings so you can sync with rigid body nodes.
         // Get the gravity from the project settings so you can sync with rigid body nodes.
         public float Gravity = ProjectSettings.GetSetting("physics/2d/default_gravity").AsSingle();
         public float Gravity = ProjectSettings.GetSetting("physics/2d/default_gravity").AsSingle();
@@ -507,11 +508,11 @@ Here's the code for the player body:
 
 
             // Handle jump.
             // Handle jump.
             if (Input.IsActionJustPressed("jump") && IsOnFloor())
             if (Input.IsActionJustPressed("jump") && IsOnFloor())
-                velocity.Y = JumpSpeed;
+                velocity.Y = _jumpSpeed;
 
 
             // Get the input direction.
             // Get the input direction.
             Vector2 direction = Input.GetAxis("ui_left", "ui_right");
             Vector2 direction = Input.GetAxis("ui_left", "ui_right");
-            velocity.X = direction * Speed;
+            velocity.X = direction * _speed;
 
 
             Velocity = velocity;
             Velocity = velocity;
             MoveAndSlide();
             MoveAndSlide();

+ 1 - 1
tutorials/plugins/editor/making_main_screen_plugins.rst

@@ -134,7 +134,7 @@ Add a script to the button like this:
     [Tool]
     [Tool]
     public partial class PrintHello : Button
     public partial class PrintHello : Button
     {
     {
-        public void OnPrintHelloPressed()
+        private void OnPrintHelloPressed()
         {
         {
             GD.Print("Hello from the main screen plugin!");
             GD.Print("Hello from the main screen plugin!");
         }
         }

+ 1 - 1
tutorials/scripting/resources.rst

@@ -130,7 +130,7 @@ To get an instance of the scene, you have to use the
 
 
     private PackedScene _bulletScene = (PackedScene)GD.Load("res://bullet.tscn");
     private PackedScene _bulletScene = (PackedScene)GD.Load("res://bullet.tscn");
 
 
-    public void OnShoot()
+    private void OnShoot()
     {
     {
         Node bullet = _bulletScene.Instantiate();
         Node bullet = _bulletScene.Instantiate();
         AddChild(bullet);
         AddChild(bullet);

+ 3 - 3
tutorials/scripting/singletons_autoload.rst

@@ -224,7 +224,7 @@ current scene and replace it with the requested one.
         // The solution is to defer the load to a later time, when
         // The solution is to defer the load to a later time, when
         // we can be sure that no code from the current scene is running:
         // we can be sure that no code from the current scene is running:
 
 
-        CallDeferred(nameof(DeferredGotoScene), path);
+        CallDeferred(MethodName.DeferredGotoScene, path);
     }
     }
 
 
     public void DeferredGotoScene(string path)
     public void DeferredGotoScene(string path)
@@ -264,7 +264,7 @@ Finally, we need to fill the empty callback functions in the two scenes:
 
 
     // Add to 'Scene1.cs'.
     // Add to 'Scene1.cs'.
 
 
-    public void OnButtonPressed()
+    private void OnButtonPressed()
     {
     {
         var global = GetNode<Global>("/root/Global");
         var global = GetNode<Global>("/root/Global");
         global.GotoScene("res://scene_2.tscn");
         global.GotoScene("res://scene_2.tscn");
@@ -284,7 +284,7 @@ and
 
 
     // Add to 'Scene2.cs'.
     // Add to 'Scene2.cs'.
 
 
-    public void OnButtonPressed()
+    private void OnButtonPressed()
     {
     {
         var global = GetNode<Global>("/root/Global");
         var global = GetNode<Global>("/root/Global");
         global.GotoScene("res://scene_1.tscn");
         global.GotoScene("res://scene_1.tscn");