diff options
author | Raul Santos <raulsntos@gmail.com> | 2022-08-01 04:06:35 +0200 |
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committer | Raul Santos <raulsntos@gmail.com> | 2022-08-22 21:11:24 +0200 |
commit | 0b8b733d77ba9acca2f0b864d020732e2a265edc (patch) | |
tree | 4b43888786a0d56f85ed5f97b11b7ec7bfd6d62d /modules/mono/editor/script_templates/CharacterBody3D | |
parent | 8a1e5980116355024cd7a7ce0c15db7d4ecb200a (diff) |
C#: Replace `Xform` and `XformInv` with `*` operator
- In cases where both `Xform`/`XformInv` and the `*` operator were
implemented the `Xform`/`XformInv` methods were removed in favor of the
`*` operator.
- In cases where the `Xform`/`XformInv` existed but not the `*` operator,
the `Xform`/`XformInv` methods were replaced with the `*` operator.
- In cases where no method existed, a new `*` operator has been
implemented to support the same operations that are supported in GDScript.
- Fixes the `Transform.Xform` and `Transform.XformInv` with `Rect2`
implementation to use a zero `Rect2` size to start expanding from
(which is how it's implemented in C++).
Diffstat (limited to 'modules/mono/editor/script_templates/CharacterBody3D')
-rw-r--r-- | modules/mono/editor/script_templates/CharacterBody3D/basic_movement.cs | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/modules/mono/editor/script_templates/CharacterBody3D/basic_movement.cs b/modules/mono/editor/script_templates/CharacterBody3D/basic_movement.cs index 188bbb775c..069908c426 100644 --- a/modules/mono/editor/script_templates/CharacterBody3D/basic_movement.cs +++ b/modules/mono/editor/script_templates/CharacterBody3D/basic_movement.cs @@ -26,7 +26,7 @@ public partial class _CLASS_ : _BASE_ // Get the input direction and handle the movement/deceleration. // As good practice, you should replace UI actions with custom gameplay actions. Vector2 inputDir = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down"); - Vector3 direction = Transform.basis.Xform(new Vector3(inputDir.x, 0, inputDir.y)).Normalized(); + Vector3 direction = (Transform.basis * new Vector3(inputDir.x, 0, inputDir.y)).Normalized(); if (direction != Vector3.Zero) { velocity.x = direction.x * Speed; |