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Class reference: snake_case .gd filenames, _on_*

This is for:
https://github.com/godotengine/godot-docs/issues/6245
Doug Thompson 2 жил өмнө
parent
commit
a4c734ed32

+ 1 - 1
doc/classes/Callable.xml

@@ -14,7 +14,7 @@
 		func test():
 		    var callable = Callable(self, "print_args")
 		    callable.call("hello", "world")  # Prints "hello world ".
-		    callable.call(Vector2.UP, 42, callable)  # Prints "(0, -1) 42 Node(Node.gd)::print_args".
+		    callable.call(Vector2.UP, 42, callable)  # Prints "(0, -1) 42 Node(node.gd)::print_args".
 		    callable.call("invalid")  # Invalid call, should have at least 2 arguments.
 		[/gdscript]
 		[csharp]

+ 2 - 2
doc/classes/Control.xml

@@ -180,14 +180,14 @@
 				[codeblocks]
 				[gdscript]
 				func _make_custom_tooltip(for_text):
-				    var tooltip = preload("res://SomeTooltipScene.tscn").instantiate()
+				    var tooltip = preload("res://some_tooltip_scene.tscn").instantiate()
 				    tooltip.get_node("Label").text = for_text
 				    return tooltip
 				[/gdscript]
 				[csharp]
 				public override Godot.Control _MakeCustomTooltip(String forText)
 				{
-				    Node tooltip = ResourceLoader.Load<PackedScene>("res://SomeTooltipScene.tscn").Instantiate();
+				    Node tooltip = ResourceLoader.Load<PackedScene>("res://some_tooltip_scene.tscn").Instantiate();
 				    tooltip.GetNode<Label>("Label").Text = forText;
 				    return tooltip;
 				}

+ 2 - 2
doc/classes/DTLSServer.xml

@@ -8,7 +8,7 @@
 		Below a small example of how to use it:
 		[codeblocks]
 		[gdscript]
-		# ServerNode.gd
+		# server_node.gd
 		extends Node
 
 		var dtls := DTLSServer.new()
@@ -86,7 +86,7 @@
 		[/codeblocks]
 		[codeblocks]
 		[gdscript]
-		# ClientNode.gd
+		# client_node.gd
 		extends Node
 
 		var dtls := PacketPeerDTLS.new()

+ 1 - 1
doc/classes/UndoRedo.xml

@@ -17,7 +17,7 @@
 		func undo_something():
 		    pass # Put here the code that reverts what's done by "do_something()".
 
-		func _on_MyButton_pressed():
+		func _on_my_button_pressed():
 		    var node = get_node("MyNode2D")
 		    undo_redo.create_action("Move the node")
 		    undo_redo.add_do_method(self, "do_something")

+ 1 - 1
doc/classes/bool.xml

@@ -60,7 +60,7 @@
 		        _can_shoot = false
 		        _cool_down.start()
 
-		func _on_CoolDownTimer_timeout():
+		func _on_cool_down_timer_timeout():
 		    _can_shoot = true
 		[/gdscript]
 		[csharp]

+ 2 - 2
modules/webxr/doc_classes/WebXRInterface.xml

@@ -18,7 +18,7 @@
 		func _ready():
 		    # We assume this node has a button as a child.
 		    # This button is for the user to consent to entering immersive VR mode.
-		    $Button.pressed.connect(self._on_Button_pressed)
+		    $Button.pressed.connect(self._on_button_pressed)
 
 		    webxr_interface = XRServer.find_interface("WebXR")
 		    if webxr_interface:
@@ -38,7 +38,7 @@
 		    if session_mode == 'immersive-vr':
 		        vr_supported = supported
 
-		func _on_Button_pressed():
+		func _on_button_pressed():
 		    if not vr_supported:
 		        OS.alert("Your browser doesn't support VR")
 		        return