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Misc style fixes

Rémi Verschelde 6 年之前
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c344f8d801

+ 3 - 3
getting_started/scripting/gdscript/gdscript_basics.rst

@@ -167,15 +167,15 @@ in case you want to take a look under the hood.
 +------------+---------------------------------------------------------------------------------------------------------------+
 | for        | See for_.                                                                                                     |
 +------------+---------------------------------------------------------------------------------------------------------------+
-| do         | Reserved for future implementation of do...while loops.                                                       |
+| do         | Reserved for future implementation of ``do... while`` loops.                                                  |
 +------------+---------------------------------------------------------------------------------------------------------------+
 | while      | See while_.                                                                                                   |
 +------------+---------------------------------------------------------------------------------------------------------------+
 | match      | See match_.                                                                                                   |
 +------------+---------------------------------------------------------------------------------------------------------------+
-| switch     | Reserved for future implementation.                                                                           |
+| switch     | Reserved for future implementation. See match_.                                                               |
 +------------+---------------------------------------------------------------------------------------------------------------+
-| case       | Reserved for future implementation.                                                                           |
+| case       | Reserved for future implementation. See match_.                                                               |
 +------------+---------------------------------------------------------------------------------------------------------------+
 | break      | Exits the execution of the current ``for`` or ``while`` loop.                                                 |
 +------------+---------------------------------------------------------------------------------------------------------------+

+ 8 - 8
getting_started/workflow/best_practices/data_preferences.rst

@@ -18,9 +18,9 @@ Y or Z? This article covers a variety of topics related to these dilemmas.
   "As the size of a problem domain increases, the runtime length of the
   algorithm..."
   
-  - Constant-time, O(1): "...does not increase."
-  - Logarithmic-time, O(log n): "...increases at a slow rate."
-  - Linear-time, O(n): "...increases at the same rate."
+  - Constant-time, ``O(1)``: "...does not increase."
+  - Logarithmic-time, ``O(log n)``: "...increases at a slow rate."
+  - Linear-time, ``O(n)``: "...increases at the same rate."
   - Etc.
 
   Imagine if one had to process 3 million data points within a single frame. It
@@ -45,7 +45,7 @@ class. Variants can store Variant-compatible data structures such as
 :ref:`Array <class_Array>` and :ref:`Dictionary <class_Dictionary>` as well as
 :ref:`Object <class_Object>` s.
 
-Godot implements Array as a Vector<Variant>. The engine stores the Array
+Godot implements Array as a ``Vector<Variant>``. The engine stores the Array
 contents in a contiguous section of memory, i.e. they are in a row adjacent
 to each other.
 
@@ -55,7 +55,7 @@ to each other.
   type, meaning that its records can only contain a particular type (denoted
   by angled brackets). So, for example, a
   :ref:`PoolStringArray <class_PoolStringArray>` would be something like
-  a Vector<String>.
+  a ``Vector<String>``.
 
 Contiguous memory stores imply the following operation performance:
 
@@ -102,7 +102,7 @@ Contiguous memory stores imply the following operation performance:
       though. Done by re-sorting the Array after every edit and writing an
       ordered-aware search algorithm.
 
-Godot implements Dictionary as an OrderedHashMap<Variant, Variant>. The engine
+Godot implements Dictionary as an ``OrderedHashMap<Variant, Variant>``. The engine
 stores a giant array (initialized to 1000 records) of key-value pairs. When
 one attempts to access a value, they provide it a key. It then *hashes* the
 key, i.e. converts it into a number. The "hash" becomes the index into the
@@ -167,7 +167,7 @@ Objects query data sources when posed questions. For example, to answer
 the question, "do you have a property called, 'position'?", it might ask
 its :ref:`script <class_Script>` or the :ref:`ClassDB <class_ClassDB>`.
 One can find more information about what objects are and how they work in
-the :ref:`what are godot classes <doc_what_are_godot_classes>` documentation.
+the :ref:`doc_what_are_godot_classes` article.
 
 The important detail here is the complexity of the Object's task. Every time
 it performs one of these multi-source queries, it runs through *several*
@@ -351,4 +351,4 @@ for blending, i.e. enabling smooth transitions between these animations. There
 may also be a hierarchical structure between animations that one plans out for
 their object. These are the cases where the :ref:`AnimationTree <class_AnimationTree>`
 shines. One can find an in-depth guide on using the AnimationTree
-:ref:`here <doc_animation_tree>`.
+:ref:`here <doc_animation_tree>`.

+ 2 - 2
getting_started/workflow/best_practices/godot_interfaces.rst

@@ -1,6 +1,6 @@
 .. _doc_godot_interfaces:
 
-Godot Interfaces
+Godot interfaces
 ================
 
 Often one needs scripts that rely on other objects for features. There
@@ -500,4 +500,4 @@ accesses:
     }
 
 These strategies contribute to Godot's flexible design. Between them, users
-have a breadth of tools to meet their specific needs.
+have a breadth of tools to meet their specific needs.

+ 3 - 3
getting_started/workflow/best_practices/index.rst

@@ -1,5 +1,5 @@
-Scene workflow
-===============
+Best practices
+==============
 
 .. toctree::
    :maxdepth: 1
@@ -14,4 +14,4 @@ Scene workflow
    godot_interfaces
    godot_notifications
    data_preferences
-   logic_preferences
+   logic_preferences

+ 2 - 2
getting_started/workflow/best_practices/introduction_best_practices.rst

@@ -19,6 +19,6 @@ of each option, and then highlights the best course of action depending on the
 circumstances.
 
 While the articles in this series are largely topic-directed, it is
-recommended that users begin with the "What are godot classes" article.
+recommended that users begin with the :ref:`doc_what_are_godot_classes` article.
 It is from there that the "best practices" for the rest of the engine
-become more clear, based on established OOP practices.
+become more clear, based on established OOP practices.

+ 1 - 5
getting_started/workflow/best_practices/scene_organization.rst

@@ -239,11 +239,8 @@ Scripts and scenes, as extensions of engine classes should abide
 by *all* OOP principles. Examples include...
 
 - `SOLID <https://en.wikipedia.org/wiki/SOLID>`_
-
 - `DRY <https://en.wikipedia.org/wiki/Don%27t_repeat_yourself>`_
-
 - `KISS <https://en.wikipedia.org/wiki/KISS_principle>`_
-
 - `YAGNI <https://en.wikipedia.org/wiki/You_aren%27t_gonna_need_it>`_
 
 Choosing a node tree structure
@@ -286,8 +283,7 @@ If one has a system that...
 2. should be globally accessible
 3. should exist in isolation
 
-...then one should create an
-:ref:`autoload 'singleton' node <doc_singletons_autoload>`.
+... then one should create an :ref:`autoload 'singleton' node <doc_singletons_autoload>`.
 
 .. note::
 

+ 1 - 1
tutorials/io/background_loading.rst

@@ -181,7 +181,7 @@ loader.
         # Update your progress bar?
         get_node("progress").set_progress(progress)
 
-        # ...or update a progress animation?
+        # ... or update a progress animation?
         var length = get_node("animation").get_current_animation_length()
 
         # Call this on a paused animation. Use "true" as the second argument to force the animation to update.

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

@@ -216,4 +216,4 @@ This way all the gizmo logic and drawing methods can be implemented in a new cla
 
 Note that we just added some handles in the redraw method, but we still need to implement
 the rest of handle-related callbacks in :ref:`EditorSpatialGizmo<class_EditorSpatialGizmo>`
- to get properly working handles.
+to get properly working handles.