Przeglądaj źródła

[DOCS] Classref additions and consistency fixes

Chris Bradfield 7 lat temu
rodzic
commit
ec5cc708ce

+ 5 - 1
doc/classes/PhysicsBody.xml

@@ -27,6 +27,7 @@
 			<argument index="0" name="bit" type="int">
 			</argument>
 			<description>
+				Returns an individual bit on the collision mask.
 			</description>
 		</method>
 		<method name="get_collision_mask_bit" qualifiers="const">
@@ -35,6 +36,7 @@
 			<argument index="0" name="bit" type="int">
 			</argument>
 			<description>
+				Returns an individual bit on the collision mask.
 			</description>
 		</method>
 		<method name="remove_collision_exception_with">
@@ -54,6 +56,7 @@
 			<argument index="1" name="value" type="bool">
 			</argument>
 			<description>
+				Sets individual bits on the layer mask. Use this if you only need to change one layer's value.
 			</description>
 		</method>
 		<method name="set_collision_mask_bit">
@@ -64,6 +67,7 @@
 			<argument index="1" name="value" type="bool">
 			</argument>
 			<description>
+				Sets individual bits on the collision mask. Use this if you only need to change one layer's value.
 			</description>
 		</method>
 	</methods>
@@ -74,7 +78,7 @@
 			A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A.
 		</member>
 		<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask">
-			The physics layers this area can scan for collisions.
+			The physics layers this area scans for collisions.
 		</member>
 	</members>
 	<constants>

+ 6 - 6
doc/classes/PhysicsBody2D.xml

@@ -27,7 +27,7 @@
 			<argument index="0" name="bit" type="int">
 			</argument>
 			<description>
-				Return an individual bit on the collision mask.
+				Returns an individual bit on the collision mask.
 			</description>
 		</method>
 		<method name="get_collision_mask_bit" qualifiers="const">
@@ -36,7 +36,7 @@
 			<argument index="0" name="bit" type="int">
 			</argument>
 			<description>
-				Return an individual bit on the collision mask.
+				Returns an individual bit on the collision mask.
 			</description>
 		</method>
 		<method name="remove_collision_exception_with">
@@ -56,7 +56,7 @@
 			<argument index="1" name="value" type="bool">
 			</argument>
 			<description>
-				Set/clear individual bits on the layer mask. This makes getting a body in/out of only one layer easier.
+				Sets individual bits on the layer mask. Use this if you only need to change one layer's value.
 			</description>
 		</method>
 		<method name="set_collision_mask_bit">
@@ -67,7 +67,7 @@
 			<argument index="1" name="value" type="bool">
 			</argument>
 			<description>
-				Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier.
+				Sets individual bits on the collision mask. Use this if you only need to change one layer's value.
 			</description>
 		</method>
 	</methods>
@@ -78,10 +78,10 @@
 			A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A.
 		</member>
 		<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask">
-			The physics layers this area can scan for collisions.
+			The physics layers this area scans for collisions.
 		</member>
 		<member name="layers" type="int" setter="_set_layers" getter="_get_layers">
-			Both collision_layer and collision_mask. Returns collision_layer when accessed. Updates collision_layers and collision_mask when modified.
+			Both [member collision_layer] and [member collision_mask]. Returns [member collision_layer] when accessed. Updates [member collision_layer] and [member collision_mask] when modified.
 		</member>
 	</members>
 	<constants>

+ 1 - 1
doc/classes/SceneState.xml

@@ -4,7 +4,7 @@
 		A script interface to a scene file's data.
 	</brief_description>
 	<description>
-		Maintains a list of resources, nodes, exported and overridden properties, and built-in scripts associated with a scene.
+		Maintains a list of resources, nodes, exported, and overridden properties, and built-in scripts associated with a scene.
 	</description>
 	<tutorials>
 	</tutorials>

+ 3 - 3
doc/classes/Shape2D.xml

@@ -22,7 +22,7 @@
 			<argument index="2" name="shape_xform" type="Transform2D">
 			</argument>
 			<description>
-				Return whether this shape is colliding with another.
+				Returns [code]true[/code] if this shape is colliding with another.
 				This method needs the transformation matrix for this shape ([code]local_xform[/code]), the shape to check collisions with ([code]with_shape[/code]), and the transformation matrix of that shape ([code]shape_xform[/code]).
 			</description>
 		</method>
@@ -36,7 +36,7 @@
 			<argument index="2" name="shape_xform" type="Transform2D">
 			</argument>
 			<description>
-				Return a list of the points where this shape touches another. If there are no collisions, the list is empty.
+				Returns a list of the points where this shape touches another. If there are no collisions the list is empty.
 				This method needs the transformation matrix for this shape ([code]local_xform[/code]), the shape to check collisions with ([code]with_shape[/code]), and the transformation matrix of that shape ([code]shape_xform[/code]).
 			</description>
 		</method>
@@ -72,7 +72,7 @@
 			<argument index="4" name="shape_motion" type="Vector2">
 			</argument>
 			<description>
-				Return a list of the points where this shape would touch another, if a given movement was applied. If there are no collisions, the list is empty.
+				Returns a list of the points where this shape would touch another, if a given movement was applied. If there are no collisions the list is empty.
 				This method needs the transformation matrix for this shape ([code]local_xform[/code]), the movement to test on this shape ([code]local_motion[/code]), the shape to check collisions with ([code]with_shape[/code]), the transformation matrix of that shape ([code]shape_xform[/code]), and the movement to test onto the other object ([code]shape_motion[/code]).
 			</description>
 		</method>

+ 4 - 4
doc/classes/ShortCut.xml

@@ -16,7 +16,7 @@
 			<return type="String">
 			</return>
 			<description>
-				Returns the Shortcut's [InputEvent] as a [String].
+				Returns the shortcut's [InputEvent] as a [String].
 			</description>
 		</method>
 		<method name="is_shortcut" qualifiers="const">
@@ -25,20 +25,20 @@
 			<argument index="0" name="event" type="InputEvent">
 			</argument>
 			<description>
-				Returns [code]true[/code] if the Shortcut's [InputEvent] equals [code]event[/code].
+				Returns [code]true[/code] if the shortcut's [InputEvent] equals [code]event[/code].
 			</description>
 		</method>
 		<method name="is_valid" qualifiers="const">
 			<return type="bool">
 			</return>
 			<description>
-				If [code]true[/code] this Shortcut is valid.
+				If [code]true[/code] this shortcut is valid.
 			</description>
 		</method>
 	</methods>
 	<members>
 		<member name="shortcut" type="InputEvent" setter="set_shortcut" getter="get_shortcut">
-			The Shortcut's [InputEvent].
+			The shortcut's [InputEvent].
 			Generally the [InputEvent] is a keyboard key, though it can be any [InputEvent].
 		</member>
 	</members>

+ 13 - 0
doc/classes/SoftBody.xml

@@ -1,8 +1,10 @@
 <?xml version="1.0" encoding="UTF-8" ?>
 <class name="SoftBody" inherits="MeshInstance" category="Core" version="3.1">
 	<brief_description>
+		A soft mesh physics body.
 	</brief_description>
 	<description>
+		A deformable physics body. Used to create elastic or deformable objects such as cloth, rubber, or other flexible materials.
 	</description>
 	<tutorials>
 	</tutorials>
@@ -15,6 +17,7 @@
 			<argument index="0" name="body" type="Node">
 			</argument>
 			<description>
+				Adds a body to the list of bodies that this body can't collide with.
 			</description>
 		</method>
 		<method name="get_collision_layer_bit" qualifiers="const">
@@ -23,6 +26,7 @@
 			<argument index="0" name="bit" type="int">
 			</argument>
 			<description>
+				Returns an individual bit on the collision mask.
 			</description>
 		</method>
 		<method name="get_collision_mask_bit" qualifiers="const">
@@ -31,6 +35,7 @@
 			<argument index="0" name="bit" type="int">
 			</argument>
 			<description>
+				Returns an individual bit on the collision mask.
 			</description>
 		</method>
 		<method name="is_ray_pickable" qualifiers="const">
@@ -45,6 +50,7 @@
 			<argument index="0" name="body" type="Node">
 			</argument>
 			<description>
+				Removes a body from the list of bodies that this body can't collide with.
 			</description>
 		</method>
 		<method name="set_collision_layer_bit">
@@ -55,6 +61,7 @@
 			<argument index="1" name="value" type="bool">
 			</argument>
 			<description>
+				Sets individual bits on the layer mask. Use this if you only need to change one layer's value.
 			</description>
 		</method>
 		<method name="set_collision_mask_bit">
@@ -65,6 +72,7 @@
 			<argument index="1" name="value" type="bool">
 			</argument>
 			<description>
+				Sets individual bits on the collision mask. Use this if you only need to change one layer's value.
 			</description>
 		</method>
 		<method name="set_ray_pickable">
@@ -80,8 +88,12 @@
 		<member name="areaAngular_stiffness" type="float" setter="set_areaAngular_stiffness" getter="get_areaAngular_stiffness">
 		</member>
 		<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer">
+			The physics layers this area is in.
+			Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the collision_mask property.
+			A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A.
 		</member>
 		<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask">
+			The physics layers this area scans for collisions.
 		</member>
 		<member name="damping_coefficient" type="float" setter="set_damping_coefficient" getter="get_damping_coefficient">
 		</member>
@@ -96,6 +108,7 @@
 		<member name="pressure_coefficient" type="float" setter="set_pressure_coefficient" getter="get_pressure_coefficient">
 		</member>
 		<member name="simulation_precision" type="int" setter="set_simulation_precision" getter="get_simulation_precision">
+			Increasing this value will improve the resulting simulation, but can affect performance. Use with care.
 		</member>
 		<member name="total_mass" type="float" setter="set_total_mass" getter="get_total_mass">
 		</member>

+ 9 - 8
doc/classes/Timer.xml

@@ -32,25 +32,26 @@
 			<return type="void">
 			</return>
 			<description>
-				Stop (cancel) the Timer.
+				Stops the timer.
 			</description>
 		</method>
 	</methods>
 	<members>
 		<member name="autostart" type="bool" setter="set_autostart" getter="has_autostart">
-			If [code]true[/code], Timer will automatically start when entering the scene tree. Default value: [code]false[/code].
+			If [code]true[/code] the timer will automatically start when entering the scene tree. Default value: [code]false[/code].
 		</member>
 		<member name="one_shot" type="bool" setter="set_one_shot" getter="is_one_shot">
-			If [code]true[/code], Timer will stop when reaching 0. If [code]false[/code], it will restart. Default value: [code]false[/code].
+			If [code]true[/code] the timer will stop when reaching 0. If [code]false[/code] it will restart. Default value: [code]false[/code].
 		</member>
 		<member name="paused" type="bool" setter="set_paused" getter="is_paused">
-			If [code]true[/code], the timer is paused and will not process until it is unpaused again, even if [method start] is called.
+			If [code]true[/code] the timer is paused and will not process until it is unpaused again, even if [method start] is called.
 		</member>
 		<member name="process_mode" type="int" setter="set_timer_process_mode" getter="get_timer_process_mode" enum="Timer.TimerProcessMode">
-			Processing mode. Uses TIMER_PROCESS_* constants as value.
+			Processing mode. See [enum TimerProcessMode].
 		</member>
 		<member name="time_left" type="float" setter="" getter="get_time_left">
 			The timer's remaining time in seconds. Returns 0 if the timer is inactive.
+			Note: You cannot set this value. To change the timer's remaining time, use [member wait_time].
 		</member>
 		<member name="wait_time" type="float" setter="set_wait_time" getter="get_wait_time">
 			Wait time in seconds.
@@ -59,16 +60,16 @@
 	<signals>
 		<signal name="timeout">
 			<description>
-				Emitted when the Timer reaches 0.
+				Emitted when the timer reaches 0.
 			</description>
 		</signal>
 	</signals>
 	<constants>
 		<constant name="TIMER_PROCESS_PHYSICS" value="0" enum="TimerProcessMode">
-			Update the Timer during the physics step at each frame (fixed framerate processing).
+			Update the timer during the physics step at each frame (fixed framerate processing).
 		</constant>
 		<constant name="TIMER_PROCESS_IDLE" value="1" enum="TimerProcessMode">
-			Update the Timer during the idle time at each frame.
+			Update the timer during the idle time at each frame.
 		</constant>
 	</constants>
 </class>