Rename instance()->instantiate() when it's a verb
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@ -11,13 +11,13 @@
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[codeblocks]
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[gdscript]
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# Use load() instead of preload() if the path isn't known at compile-time.
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var scene = preload("res://scene.tscn").instance()
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var scene = preload("res://scene.tscn").instantiate()
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# Add the node as a child of the node the script is attached to.
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add_child(scene)
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[/gdscript]
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[csharp]
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// C# has no preload, so you have to always use ResourceLoader.Load<PackedScene>().
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var scene = ResourceLoader.Load<PackedScene>("res://scene.tscn").Instance();
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var scene = ResourceLoader.Load<PackedScene>("res://scene.tscn").Instantiate();
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// Add the node as a child of the node the script is attached to.
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AddChild(scene);
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[/csharp]
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@ -76,7 +76,7 @@
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<link title="2D Role Playing Game Demo">https://godotengine.org/asset-library/asset/520</link>
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</tutorials>
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<methods>
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<method name="can_instance" qualifiers="const">
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<method name="can_instantiate" qualifiers="const">
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<return type="bool">
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</return>
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<description>
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@ -90,7 +90,7 @@
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Returns the [code]SceneState[/code] representing the scene file contents.
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</description>
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</method>
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<method name="instance" qualifiers="const">
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<method name="instantiate" qualifiers="const">
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<return type="Node">
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</return>
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<argument index="0" name="edit_state" type="int" enum="PackedScene.GenEditState" default="0">
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@ -117,14 +117,14 @@
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</members>
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<constants>
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<constant name="GEN_EDIT_STATE_DISABLED" value="0" enum="GenEditState">
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If passed to [method instance], blocks edits to the scene state.
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If passed to [method instantiate], blocks edits to the scene state.
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</constant>
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<constant name="GEN_EDIT_STATE_INSTANCE" value="1" enum="GenEditState">
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If passed to [method instance], provides local scene resources to the local scene.
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If passed to [method instantiate], provides local scene resources to the local scene.
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[b]Note:[/b] Only available in editor builds.
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</constant>
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<constant name="GEN_EDIT_STATE_MAIN" value="2" enum="GenEditState">
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If passed to [method instance], provides local scene resources to the local scene. Only the main scene should receive the main edit state.
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If passed to [method instantiate], provides local scene resources to the local scene. Only the main scene should receive the main edit state.
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[b]Note:[/b] Only available in editor builds.
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</constant>
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</constants>
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