@@ -14,7 +14,7 @@ General definition
1414:ref: `Object <class_object >` is the base class for almost everything. Most classes in Godot
1515inherit directly or indirectly from it. Objects provide reflection and
1616editable properties, and declaring them is a matter of using a single
17- macro like this.
17+ macro like this:
1818
1919.. code-block :: cpp
2020
@@ -23,7 +23,7 @@ macro like this.
2323 GDCLASS(CustomObject, Object); // this is required to inherit
2424 };
2525
26- This makes Objects gain a lot of functionality, like for example
26+ This adds a lot of functionality to Objects. For example:
2727
2828.. code-block :: cpp
2929
@@ -108,7 +108,7 @@ Classes often have enums such as:
108108 };
109109
110110 For these to work when binding to methods, the enum must be declared
111- convertible to int, for this a macro is provided:
111+ convertible to int. A macro is provided to help with this :
112112
113113.. code-block :: cpp
114114
@@ -129,7 +129,7 @@ Objects export properties, properties are useful for the following:
129129- Serializing and deserializing the object.
130130- Creating a list of editable values for the Object derived class.
131131
132- Properties are usually defined by the PropertyInfo() class. Usually
132+ Properties are usually defined by the PropertyInfo() class and
133133constructed as:
134134
135135.. code-block :: cpp
@@ -142,9 +142,9 @@ For example:
142142
143143 PropertyInfo(Variant::INT, "amount", PROPERTY_HINT_RANGE, "0,49,1", PROPERTY_USAGE_EDITOR)
144144
145- This is an integer property, named "amount", hint is a range, range goes
146- from 0 to 49 in steps of 1 (integers). It is only usable for the editor
147- (edit value visually) but won't be serialized.
145+ This is an integer property named "amount". The hint is a range, and the range
146+ goes from 0 to 49 in steps of 1 (integers). It is only usable for the editor
147+ (editing the value visually) but won't be serialized.
148148
149149Another example:
150150
@@ -267,14 +267,14 @@ References:
267267
268268- `core/object/reference.h <https://github.com/godotengine/godot/blob/master/core/object/ref_counted.h >`__
269269
270- Resources:
270+ Resources
271271----------
272272
273273:ref: `Resource <class_resource >` inherits from Reference, so all resources
274274are reference counted. Resources can optionally contain a path, which
275- reference a file on disk. This can be set with ``resource.set_path(path) ``.
276- This is normally done by the resource loader though . No two different
277- resources can have the same path, attempt to do so will result in an error.
275+ reference a file on disk. This can be set with ``resource.set_path(path) ``,
276+ though this is normally done by the resource loader. No two different
277+ resources can have the same path; attempting to do so will result in an error.
278278
279279Resources without a path are fine too.
280280
@@ -313,8 +313,8 @@ Saving a resource can be done with the resource saver API:
313313
314314 ResourceSaver::save("res://someresource.res", instance)
315315
316- Instance will be saved. Sub resources that have a path to a file will be
317- saved as a reference to that resource. Sub resources without a path will
316+ The instance will be saved, and sub resources that have a path to a file will
317+ be saved as a reference to that resource. Sub resources without a path will
318318be bundled with the saved resource and assigned sub-IDs, like
319319``res://someresource.res::1 ``. This also helps to cache them when loaded.
320320
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