Merge pull request #42439 from Xrayez/doc-gdscript-load-and-resloader-xref

Cross-reference GDScript `load` and `ResourceLoader.load` in classref
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Rémi Verschelde 2020-10-04 20:48:07 +02:00 committed by GitHub
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<description>
Singleton used to load resource files from the filesystem.
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.
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.
</description>
<tutorials>
<link title="OS Test Demo">https://godotengine.org/asset-library/asset/677</link>
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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.
An optional [code]type_hint[/code] can be used to further specify the [Resource] type that should be handled by the [ResourceFormatLoader].
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.
Returns an empty resource if no ResourceFormatLoader could handle the file.
Returns an empty resource if no [ResourceFormatLoader] could handle the file.
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.
</description>
</method>
<method name="load_threaded_get">

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var main = load("res://main.tscn") # main will contain a PackedScene resource.
[/codeblock]
[b]Important:[/b] The path must be absolute, a local path will just return [code]null[/code].
This method is a simplified version of [method ResourceLoader.load], which can be used for more advanced scenarios.
</description>
</method>
<method name="log">