Merge pull request #3148 from YeldhamDev/gds_style_fixup

Apply minor fixups to the GDScript styleguide
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Rémi Verschelde 2020-02-06 12:10:37 +01:00 committed by GitHub
commit 0e7ae0ce6d
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1 changed files with 7 additions and 5 deletions

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@ -29,7 +29,8 @@ Here is a complete class example based on these guidelines:
class_name StateMachine
extends Node
# Hierarchical State machine for the player.
# Initializes states and delegates engine callbacks (_physics_process, _unhandled_input) to the state.
# Initializes states and delegates engine callbacks
# (_physics_process, _unhandled_input) to the state.
signal state_changed(previous, new)
@ -40,6 +41,7 @@ Here is a complete class example based on these guidelines:
onready var _state = get_node(initial_state) setget set_state
onready var _state_name = _state.name
func _init():
add_to_group("state_machine")
@ -570,7 +572,7 @@ variables, in that order.
::
enum Jobs { KNIGHT, WIZARD, ROGUE, HEALER, SHAMAN }
enum Jobs {KNIGHT, WIZARD, ROGUE, HEALER, SHAMAN}
const MAX_LIVES = 3
@ -663,21 +665,21 @@ GDScript compiler infer the variable's type when possible.
onready var health_bar: ProgressBar = get_node("UI/LifeBar")
var health := 0 # The compiler will use the int type
var health := 0 # The compiler will use the int type.
**Bad**:
::
# The compiler can't infer the exact type and will use Node
# instead of ProgressBar
# instead of ProgressBar.
onready var health_bar := get_node("UI/LifeBar")
When you let the compiler infer the type hint, write the colon and equal signs together: ``:=``.
::
var health := 0 # The compiler will use the int type
var health := 0 # The compiler will use the int type.
Add a space on either sides of the return type arrow when defining functions.