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Language improvements in Import Plugin tutorial (#3090)

Emil Mattsson 5 years ago
parent
commit
cb68a0bd90
1 changed files with 17 additions and 19 deletions
  1. 17 19
      tutorials/plugins/editor/import_plugins.rst

+ 17 - 19
tutorials/plugins/editor/import_plugins.rst

@@ -3,6 +3,10 @@
 Import plugins
 Import plugins
 ==============
 ==============
 
 
+.. note:: This tutorial assumes you already know how to make generic plugins. If
+          in doubt, refer to the :ref:`doc_making_plugins` page. This also
+          assumes you are acquainted with Godot's import system.
+
 Introduction
 Introduction
 ------------
 ------------
 
 
@@ -15,13 +19,7 @@ This tutorial will show you how to create a simple import plugin to load a
 custom text file as a material resource. This text file will contain three
 custom text file as a material resource. This text file will contain three
 numeric values separated by comma, which represents the three channels of a
 numeric values separated by comma, which represents the three channels of a
 color, and the resulting color will be used as the albedo (main color) of the
 color, and the resulting color will be used as the albedo (main color) of the
-imported material.
-
-.. note:: This tutorial assumes you already know how to make generic plugins. If
-          in doubt, refer to the :ref:`doc_making_plugins` page. This also
-          assumes you are acquainted with Godot's import system.
-
-The sample file to import contains only a line representing the pure blue color
+imported material. In this example it will contain the pure blue color
 (zero red, zero green, and full blue):
 (zero red, zero green, and full blue):
 
 
 .. code-block:: none
 .. code-block:: none
@@ -72,16 +70,16 @@ later when removing it. The
 called when the plugin is deactivated to clean up the memory and let the editor
 called when the plugin is deactivated to clean up the memory and let the editor
 know the import plugin isn't available anymore.
 know the import plugin isn't available anymore.
 
 
-Note that the import plugin is a reference type  so it doesn't need to be
-explicitly released from the memory with the ``free()`` function. It will be
+Note that the import plugin is a reference type, so it doesn't need to be
+explicitly released from memory with the ``free()`` function. It will be
 released automatically by the engine when it goes out of scope.
 released automatically by the engine when it goes out of scope.
 
 
 The EditorImportPlugin class
 The EditorImportPlugin class
 ----------------------------
 ----------------------------
 
 
 The main character of the show is the
 The main character of the show is the
-:ref:`EditorImportPlugin class <class_EditorImportPlugin>`. It is responsible to
-implement the methods that are called by Godot when it needs to know how to deal
+:ref:`EditorImportPlugin class <class_EditorImportPlugin>`. It is responsible for
+implementing the methods that are called by Godot when it needs to know how to deal
 with files.
 with files.
 
 
 Let's begin to code our plugin, one method at time:
 Let's begin to code our plugin, one method at time:
@@ -97,7 +95,7 @@ Let's begin to code our plugin, one method at time:
 
 
 The first method is the
 The first method is the
 :ref:`get_importer_name()<class_EditorImportPlugin_method_get_importer_name>`. This is a
 :ref:`get_importer_name()<class_EditorImportPlugin_method_get_importer_name>`. This is a
-unique name to your plugin that is used by Godot to know which import was used
+unique name for your plugin that is used by Godot to know which import was used
 in a certain file. When the files needs to be reimported, the editor will know
 in a certain file. When the files needs to be reimported, the editor will know
 which plugin to call.
 which plugin to call.
 
 
@@ -107,12 +105,12 @@ which plugin to call.
         return "Silly Material"
         return "Silly Material"
 
 
 The :ref:`get_visible_name()<class_EditorImportPlugin_method_get_visible_name>` method is
 The :ref:`get_visible_name()<class_EditorImportPlugin_method_get_visible_name>` method is
-responsible to inform the name of the type it imports and will be shown to the
+responsible for returning the name of the type it imports and it will be shown to the
 user in the Import dock.
 user in the Import dock.
 
 
-You should choose this name as a continuation to "Import as". Eg. *"Import as
-Silly Material"*. Yes, this one is a bit silly, but you certainly can come up
-with a descriptive name for your plugin.
+You should choose this name as a continuation to "Import as", e.g. *"Import as
+Silly Material"*. You can name it whatever you want but we recommend a
+descriptive name for your plugin.
 
 
 ::
 ::
 
 
@@ -138,7 +136,7 @@ the user can select which one to use when importing the files.
 The imported files are saved in the ``.import`` folder at the project's root.
 The imported files are saved in the ``.import`` folder at the project's root.
 Their extension should match the type of resource you are importing, but since
 Their extension should match the type of resource you are importing, but since
 Godot can't tell what you'll use (because there might be multiple valid
 Godot can't tell what you'll use (because there might be multiple valid
-extensions for the same resource), you need to inform what will be the used in
+extensions for the same resource), you need to declare what will be used in
 the import.
 the import.
 
 
 Since we're importing a Material, we'll use the special extension for such
 Since we're importing a Material, we'll use the special extension for such
@@ -281,7 +279,7 @@ value, you can add the logic in this method.
 The ``import`` method
 The ``import`` method
 ---------------------
 ---------------------
 
 
-The heavy part of the process, responsible for the converting the files into
+The heavy part of the process, responsible for converting the files into
 resources, is covered by the :ref:`import() <class_EditorImportPlugin_method_import>`
 resources, is covered by the :ref:`import() <class_EditorImportPlugin_method_import>`
 method. Our sample code is a bit long, so let's split in a few parts:
 method. Our sample code is a bit long, so let's split in a few parts:
 
 
@@ -365,7 +363,7 @@ To import a platform variant, you need to save it with the feature tag before
 the extension, and then push the tag to the ``r_platform_variants`` array so the
 the extension, and then push the tag to the ``r_platform_variants`` array so the
 editor can know that you did.
 editor can know that you did.
 
 
-For an example, let's say we save a different material for mobile platform. We
+For example, let's say we save a different material for a mobile platform. We
 would need to do something like the following:
 would need to do something like the following:
 
 
 ::
 ::