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authorRémi Verschelde <rverschelde@gmail.com>2022-03-28 15:48:38 +0200
committerRémi Verschelde <rverschelde@gmail.com>2022-03-28 16:21:00 +0200
commitc9b75431f313fae16e9f4c9e60d7f5eaed0aaec0 (patch)
tree4f5b49ebd9e81cd5e66a92af0b7b1a53eee49169 /modules/mono/editor_templates/CharacterBody3D
parent41d075de5865c8b088c83219431661bc2d1f1802 (diff)
Refactor GDScript/C# script templates logic to be editor-only
Not a full refactor as it still goes through ScriptLanguage so it's hacky, but at least it can now compile without this.
Diffstat (limited to 'modules/mono/editor_templates/CharacterBody3D')
-rw-r--r--modules/mono/editor_templates/CharacterBody3D/basic_movement.cs44
1 files changed, 0 insertions, 44 deletions
diff --git a/modules/mono/editor_templates/CharacterBody3D/basic_movement.cs b/modules/mono/editor_templates/CharacterBody3D/basic_movement.cs
deleted file mode 100644
index a6935fe497..0000000000
--- a/modules/mono/editor_templates/CharacterBody3D/basic_movement.cs
+++ /dev/null
@@ -1,44 +0,0 @@
-// meta-description: Classic movement for gravity games (FPS, TPS, ...)
-
-using _BINDINGS_NAMESPACE_;
-using System;
-
-public partial class _CLASS_ : _BASE_
-{
- public const float Speed = 5.0f;
- public const float JumpVelocity = 4.5f;
-
- // Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
- public float gravity = (float)ProjectSettings.GetSetting("physics/3d/default_gravity");
-
- public override void _PhysicsProcess(float delta)
- {
- Vector3 velocity = Velocity;
-
- // Add the gravity.
- if (!IsOnFloor())
- velocity.y -= gravity * delta;
-
- // Handle Jump.
- if (Input.IsActionJustPressed("ui_accept") && IsOnFloor())
- velocity.y = JumpVelocity;
-
- // 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();
- if (direction != Vector3.Zero)
- {
- velocity.x = direction.x * Speed;
- velocity.z = direction.z * Speed;
- }
- else
- {
- velocity.x = Mathf.MoveToward(Velocity.x, 0, Speed);
- velocity.z = Mathf.MoveToward(Velocity.z, 0, Speed);
- }
-
- Velocity = velocity;
- MoveAndSlide();
- }
-}