Fix cherry-pick mistakes in SceneTreeTween doc

This commit is contained in:
Haoyu Qiu 2022-07-07 00:51:50 +08:00
parent 417f20f06c
commit e170ddadef

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@ -105,7 +105,7 @@
<method name="is_valid" qualifiers="const"> <method name="is_valid" qualifiers="const">
<return type="bool" /> <return type="bool" />
<description> <description>
Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a [SceneTreeTween] contained by the scene tree (i.e. the array from [method SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A [SceneTreeTween] might become invalid when it has finished tweening, is killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid [SceneTreeTween]s can't have [Tweener]s appended. Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a [SceneTreeTween] contained by the scene tree (i.e. the array from [method SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A [SceneTreeTween] might become invalid when it has finished tweening, is killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid [SceneTreeTween]s can't have [Tweener]s appended. You can however still use [method interpolate_value].
</description> </description>
</method> </method>
<method name="kill"> <method name="kill">
@ -152,8 +152,8 @@
<argument index="0" name="loops" type="int" default="0" /> <argument index="0" name="loops" type="int" default="0" />
<description> <description>
Sets the number of times the tweening sequence will be repeated, i.e. [code]set_loops(2)[/code] will run the animation twice. Sets the number of times the tweening sequence will be repeated, i.e. [code]set_loops(2)[/code] will run the animation twice.
Calling this method without arguments will make the [Tween] run infinitely, until either it is killed with [method kill], the [Tween]'s bound node is freed, or all the animated objects have been freed (which makes further animation impossible). Calling this method without arguments will make the [SceneTreeTween] run infinitely, until either it is killed with [method kill], the [SceneTreeTween]'s bound node is freed, or all the animated objects have been freed (which makes further animation impossible).
[b]Warning:[/b] Make sure to always add some duration/delay when using infinite loops. To prevent the game freezing, 0-duration looped animations (e.g. a single [CallbackTweener] with no delay) are stopped after a small number of loops, which may produce unexpected results. If a [Tween]'s lifetime depends on some node, always use [method bind_node]. [b]Warning:[/b] Make sure to always add some duration/delay when using infinite loops. To prevent the game freezing, 0-duration looped animations (e.g. a single [CallbackTweener] with no delay) are stopped after a small number of loops, which may produce unexpected results. If a [SceneTreeTween]'s lifetime depends on some node, always use [method bind_node].
</description> </description>
</method> </method>
<method name="set_parallel"> <method name="set_parallel">