Merge pull request #58411 from cbscribe/rename_motion_velocity
This commit is contained in:
@ -12,18 +12,18 @@ var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")
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func _physics_process(delta: float) -> void:
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# Add the gravity.
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if not is_on_floor():
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motion_velocity.y += gravity * delta
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velocity.y += gravity * delta
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# Handle Jump.
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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motion_velocity.y = JUMP_VELOCITY
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velocity.y = JUMP_VELOCITY
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var direction := Input.get_axis("ui_left", "ui_right")
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if direction:
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motion_velocity.x = direction * SPEED
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velocity.x = direction * SPEED
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else:
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motion_velocity.x = move_toward(motion_velocity.x, 0, SPEED)
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velocity.x = move_toward(velocity.x, 0, SPEED)
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move_and_slide()
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@ -12,21 +12,21 @@ var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
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func _physics_process(delta: float) -> void:
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# Add the gravity.
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if not is_on_floor():
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motion_velocity.y -= gravity * delta
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velocity.y -= gravity * delta
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# Handle Jump.
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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motion_velocity.y = JUMP_VELOCITY
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velocity.y = JUMP_VELOCITY
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var input_dir := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
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var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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if direction:
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motion_velocity.x = direction.x * SPEED
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motion_velocity.z = direction.z * SPEED
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velocity.x = direction.x * SPEED
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velocity.z = direction.z * SPEED
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else:
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motion_velocity.x = move_toward(motion_velocity.x, 0, SPEED)
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motion_velocity.z = move_toward(motion_velocity.z, 0, SPEED)
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velocity.x = move_toward(velocity.x, 0, SPEED)
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velocity.z = move_toward(velocity.z, 0, SPEED)
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move_and_slide()
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@ -13,29 +13,29 @@ public partial class _CLASS_ : _BASE_
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public override void _PhysicsProcess(float delta)
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{
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Vector2 motionVelocity = MotionVelocity;
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Vector2 velocity = Velocity;
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// Add the gravity.
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if (!IsOnFloor())
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motionVelocity.y += gravity * delta;
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velocity.y += gravity * delta;
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// Handle Jump.
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if (Input.IsActionJustPressed("ui_accept") && IsOnFloor())
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motionVelocity.y = JumpVelocity;
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velocity.y = JumpVelocity;
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// Get the input direction and handle the movement/deceleration.
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// As good practice, you should replace UI actions with custom gameplay actions.
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Vector2 direction = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down");
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if (direction != Vector2.Zero)
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{
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motionVelocity.x = direction.x * Speed;
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velocity.x = direction.x * Speed;
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}
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else
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{
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motionVelocity.x = Mathf.MoveToward(MotionVelocity.x, 0, Speed);
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velocity.x = Mathf.MoveToward(Velocity.x, 0, Speed);
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}
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MotionVelocity = motionVelocity;
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Velocity = velocity;
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MoveAndSlide();
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}
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}
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@ -13,15 +13,15 @@ public partial class _CLASS_ : _BASE_
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public override void _PhysicsProcess(float delta)
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{
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Vector3 motionVelocity = MotionVelocity;
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Vector3 velocity = Velocity;
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// Add the gravity.
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if (!IsOnFloor())
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motionVelocity.y -= gravity * delta;
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velocity.y -= gravity * delta;
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// Handle Jump.
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if (Input.IsActionJustPressed("ui_accept") && IsOnFloor())
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motionVelocity.y = JumpVelocity;
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velocity.y = JumpVelocity;
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// Get the input direction and handle the movement/deceleration.
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// As good practice, you should replace UI actions with custom gameplay actions.
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@ -29,16 +29,16 @@ public partial class _CLASS_ : _BASE_
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Vector3 direction = Transform.basis.Xform(new Vector3(inputDir.x, 0, inputDir.y)).Normalized();
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if (direction != Vector3.Zero)
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{
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motionVelocity.x = direction.x * Speed;
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motionVelocity.z = direction.z * Speed;
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velocity.x = direction.x * Speed;
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velocity.z = direction.z * Speed;
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}
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else
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{
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motionVelocity.x = Mathf.MoveToward(MotionVelocity.x, 0, Speed);
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motionVelocity.z = Mathf.MoveToward(MotionVelocity.z, 0, Speed);
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velocity.x = Mathf.MoveToward(Velocity.x, 0, Speed);
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velocity.z = Mathf.MoveToward(Velocity.z, 0, Speed);
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}
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MotionVelocity = motionVelocity;
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Velocity = velocity;
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MoveAndSlide();
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}
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}
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