Cross-reference GDScript load
and ResourceLoader.load
in classref
The GDScript `load` mention is moved from the class `ResourceLoader`
description to the `ResourceLoader.load` method description instead,
where it is more likely to be found.
(cherry picked from commit a8404cf56c
)
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2 changed files with 3 additions and 2 deletions
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@ -6,7 +6,6 @@
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<description>
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<description>
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Singleton used to load resource files from the filesystem.
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Singleton used to load resource files from the filesystem.
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It uses the many [ResourceFormatLoader] classes registered in the engine (either built-in or from a plugin) to load files into memory and convert them to a format that can be used by the engine.
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It uses the many [ResourceFormatLoader] classes registered in the engine (either built-in or from a plugin) to load files into memory and convert them to a format that can be used by the engine.
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GDScript has a simplified [method @GDScript.load] built-in method which can be used in most situations, leaving the use of [ResourceLoader] for more advanced scenarios.
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</description>
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</description>
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<tutorials>
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<tutorials>
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</tutorials>
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</tutorials>
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@ -74,7 +73,8 @@
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The registered [ResourceFormatLoader]s are queried sequentially to find the first one which can handle the file's extension, and then attempt loading. If loading fails, the remaining ResourceFormatLoaders are also attempted.
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The registered [ResourceFormatLoader]s are queried sequentially to find the first one which can handle the file's extension, and then attempt loading. If loading fails, the remaining ResourceFormatLoaders are also attempted.
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An optional [code]type_hint[/code] can be used to further specify the [Resource] type that should be handled by the [ResourceFormatLoader].
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An optional [code]type_hint[/code] can be used to further specify the [Resource] type that should be handled by the [ResourceFormatLoader].
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If [code]no_cache[/code] is [code]true[/code], the resource cache will be bypassed and the resource will be loaded anew. Otherwise, the cached resource will be returned if it exists.
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If [code]no_cache[/code] is [code]true[/code], the resource cache will be bypassed and the resource will be loaded anew. Otherwise, the cached resource will be returned if it exists.
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Returns an empty resource if no ResourceFormatLoader could handle the file.
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Returns an empty resource if no [ResourceFormatLoader] could handle the file.
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GDScript has a simplified [method @GDScript.load] built-in method which can be used in most situations, leaving the use of [ResourceLoader] for more advanced scenarios.
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</description>
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</description>
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</method>
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</method>
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<method name="load_interactive">
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<method name="load_interactive">
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@ -634,6 +634,7 @@
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var main = load("res://main.tscn") # main will contain a PackedScene resource.
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var main = load("res://main.tscn") # main will contain a PackedScene resource.
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[/codeblock]
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[/codeblock]
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[b]Important:[/b] The path must be absolute, a local path will just return [code]null[/code].
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[b]Important:[/b] The path must be absolute, a local path will just return [code]null[/code].
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This method is a simplified version of [method ResourceLoader.load], which can be used for more advanced scenarios.
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</description>
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</description>
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</method>
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</method>
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<method name="log">
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<method name="log">
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