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Merge pull request godotengine#8456 from RobProductions/patch-1
Fix styling and grammar in object_class.rst
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contributing/development/core_and_modules/object_class.rst

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@@ -14,7 +14,7 @@ General definition
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:ref:`Object <class_object>` is the base class for almost everything. Most classes in Godot
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inherit directly or indirectly from it. Objects provide reflection and
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editable properties, and declaring them is a matter of using a single
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macro like this.
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macro like this:
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.. code-block:: cpp
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@@ -23,7 +23,7 @@ macro like this.
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GDCLASS(CustomObject, Object); // this is required to inherit
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};
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This makes Objects gain a lot of functionality, like for example
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This adds a lot of functionality to Objects. For example:
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.. code-block:: cpp
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@@ -108,7 +108,7 @@ Classes often have enums such as:
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};
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For these to work when binding to methods, the enum must be declared
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convertible to int, for this a macro is provided:
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convertible to int. A macro is provided to help with this:
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.. code-block:: cpp
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@@ -129,7 +129,7 @@ Objects export properties, properties are useful for the following:
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- Serializing and deserializing the object.
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- Creating a list of editable values for the Object derived class.
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Properties are usually defined by the PropertyInfo() class. Usually
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Properties are usually defined by the PropertyInfo() class and
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constructed as:
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.. code-block:: cpp
@@ -142,9 +142,9 @@ For example:
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PropertyInfo(Variant::INT, "amount", PROPERTY_HINT_RANGE, "0,49,1", PROPERTY_USAGE_EDITOR)
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This is an integer property, named "amount", hint is a range, range goes
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from 0 to 49 in steps of 1 (integers). It is only usable for the editor
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(edit value visually) but won't be serialized.
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This is an integer property named "amount". The hint is a range, and the range
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goes from 0 to 49 in steps of 1 (integers). It is only usable for the editor
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(editing the value visually) but won't be serialized.
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Another example:
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@@ -267,14 +267,14 @@ References:
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- `core/object/reference.h <https://github.com/godotengine/godot/blob/master/core/object/ref_counted.h>`__
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Resources:
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Resources
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----------
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:ref:`Resource <class_resource>` inherits from Reference, so all resources
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are reference counted. Resources can optionally contain a path, which
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reference a file on disk. This can be set with ``resource.set_path(path)``.
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This is normally done by the resource loader though. No two different
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resources can have the same path, attempt to do so will result in an error.
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reference a file on disk. This can be set with ``resource.set_path(path)``,
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though this is normally done by the resource loader. No two different
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resources can have the same path; attempting to do so will result in an error.
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Resources without a path are fine too.
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@@ -313,8 +313,8 @@ Saving a resource can be done with the resource saver API:
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ResourceSaver::save("res://someresource.res", instance)
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Instance will be saved. Sub resources that have a path to a file will be
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saved as a reference to that resource. Sub resources without a path will
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The instance will be saved, and sub resources that have a path to a file will
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be saved as a reference to that resource. Sub resources without a path will
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be bundled with the saved resource and assigned sub-IDs, like
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``res://someresource.res::1``. This also helps to cache them when loaded.
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