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Fix bracket and class name

Nathan Lovato 6 years ago
parent
commit
ef35a86b30
1 changed files with 18 additions and 17 deletions
  1. 18 17
      getting_started/step_by_step/resources.rst

+ 18 - 17
getting_started/step_by_step/resources.rst

@@ -170,9 +170,9 @@ properties and serialized text or binary data (*.tres, *.res). They also
 inherit the reference-counting memory management from the Reference type.
 inherit the reference-counting memory management from the Reference type.
 
 
 This comes with many distinct advantages over alternative data
 This comes with many distinct advantages over alternative data
-structures such as JSON, CSV, or custom TXT files. Users can only import these 
-assets as a :ref:`Dictionary <class_Dictionary>` (JSON) or as a 
-:ref:`File <class_File>` to parse. What sets Resources apart is their 
+structures such as JSON, CSV, or custom TXT files. Users can only import these
+assets as a :ref:`Dictionary <class_Dictionary>` (JSON) or as a
+:ref:`File <class_File>` to parse. What sets Resources apart is their
 inheritance of :ref:`Object <class_Object>`, :ref:`Reference <class_Reference>`,
 inheritance of :ref:`Object <class_Object>`, :ref:`Reference <class_Reference>`,
 and :ref:`Resource <class_Resource>` features:
 and :ref:`Resource <class_Resource>` features:
 
 
@@ -195,7 +195,7 @@ and :ref:`Resource <class_Resource>` features:
 - They can extend **other** resource types besides just the base Resource.
 - They can extend **other** resource types besides just the base Resource.
 
 
 .. warning::
 .. warning::
-    
+
     Resources and Dictionaries are also different in that both are passed by reference,
     Resources and Dictionaries are also different in that both are passed by reference,
     but only Resources are reference-counted. This means that if a Dictionary is passed
     but only Resources are reference-counted. This means that if a Dictionary is passed
     between objects, and the first object is deleted, it will invalidate the second
     between objects, and the first object is deleted, it will invalidate the second
@@ -236,7 +236,7 @@ those values and saves the resource, the Inspector serializes the custom propert
 too! To save a resource from the Inspector, click the Inspector's tools menu (top right),
 too! To save a resource from the Inspector, click the Inspector's tools menu (top right),
 and select "Save" or "Save As...".
 and select "Save" or "Save As...".
 
 
-If the script's language supports `script classes <https://godot.readthedocs.io/en/latest/getting_started/step_by_step/scripting_continued.html#register-scripts-as-classes>`__, 
+If the script's language supports `script classes <https://godot.readthedocs.io/en/latest/getting_started/step_by_step/scripting_continued.html#register-scripts-as-classes>`__,
 then it streamlines the process. Defining a name for your script alone will add it to
 then it streamlines the process. Defining a name for your script alone will add it to
 the Inspector's creation dialog. This will auto-add your script to the Resource
 the Inspector's creation dialog. This will auto-add your script to the Resource
 object you create.
 object you create.
@@ -306,7 +306,7 @@ Let's see some examples.
                 public override void _Ready()
                 public override void _Ready()
                 {
                 {
                     if (Stats != null && Stats is BotStats) {
                     if (Stats != null && Stats is BotStats) {
-                        Godot.print((Stats as BotStats).Health);
+                        GD.print((Stats as BotStats).Health);
                     }
                     }
                 }
                 }
             }
             }
@@ -314,10 +314,10 @@ Let's see some examples.
 
 
 .. note::
 .. note::
 
 
-    Resource scripts are similar to Unity's ScriptableObjects. The Inspector 
-    provides built-in support for custom resources. If desired though, users 
-    can even design their own Control-based tool scripts and combine them 
-    with an :ref:`EditorPlugin <class_EditorPlugin>` to create custom 
+    Resource scripts are similar to Unity's ScriptableObjects. The Inspector
+    provides built-in support for custom resources. If desired though, users
+    can even design their own Control-based tool scripts and combine them
+    with an :ref:`EditorPlugin <class_EditorPlugin>` to create custom
     visualizations and editors for their data.
     visualizations and editors for their data.
 
 
     Unreal Engine 4's DataTables and CurveTables are also easy to recreate with
     Unreal Engine 4's DataTables and CurveTables are also easy to recreate with
@@ -330,7 +330,7 @@ Let's see some examples.
         # bot_stats_table.gd
         # bot_stats_table.gd
         extends Resource
         extends Resource
 
 
-        const BotStats = preload("bot_stats.gd") 
+        const BotStats = preload("bot_stats.gd")
 
 
         var data = {
         var data = {
             "GodotBot": BotStats.new(10), # creates instance with 10 health
             "GodotBot": BotStats.new(10), # creates instance with 10 health
@@ -355,7 +355,7 @@ Let's see some examples.
                 Godot.print(_stats);
                 Godot.print(_stats);
             }
             }
         }
         }
-    
+
     Instead of just inlining the Dictionary values, one could also, alternatively...
     Instead of just inlining the Dictionary values, one could also, alternatively...
 
 
     1. Import a table of values from a spreadsheet and generate these key-value pairs, or...
     1. Import a table of values from a spreadsheet and generate these key-value pairs, or...
@@ -375,7 +375,7 @@ Let's see some examples.
     work. Godot will not serialize the custom properties on the script subclass properly.
     work. Godot will not serialize the custom properties on the script subclass properly.
 
 
     In the example below, Godot would load the ``Node`` script, see that it doesn't
     In the example below, Godot would load the ``Node`` script, see that it doesn't
-    extend ``Resource``, and then determine that the script failed to load for the 
+    extend ``Resource``, and then determine that the script failed to load for the
     Resource object since the types are incompatible.
     Resource object since the types are incompatible.
 
 
     .. tabs::
     .. tabs::
@@ -391,7 +391,7 @@ Let's see some examples.
             var my_res = MyResource.new()
             var my_res = MyResource.new()
 
 
             # this will NOT serialize the `value` property.
             # this will NOT serialize the `value` property.
-            ResourceSaver.save("res://my_res.tres", my_res) 
+            ResourceSaver.save("res://my_res.tres", my_res)
       .. code-tab:: csharp
       .. code-tab:: csharp
         using System;
         using System;
         using Godot;
         using Godot;
@@ -399,7 +399,8 @@ Let's see some examples.
         public class MyNode : Node
         public class MyNode : Node
         {
         {
 
 
-            public class MyResource : Resource {
+            public class MyResource : Resource
+            {
                 [Export]
                 [Export]
                 public int Value { get; set; } = 5;
                 public int Value { get; set; } = 5;
             }
             }
@@ -413,5 +414,5 @@ Let's see some examples.
             }
             }
         }
         }
 
 
-After seeing all of this, we hope you can see how Resource scripts can truly 
-revolutionize the way you construct your projects!
+After seeing all of this, we hope you can see how Resource scripts can truly
+revolutionize the way you construct your projects!