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author | Rémi Verschelde <rverschelde@gmail.com> | 2022-03-28 15:48:38 +0200 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2022-03-28 16:21:00 +0200 |
commit | c9b75431f313fae16e9f4c9e60d7f5eaed0aaec0 (patch) | |
tree | 4f5b49ebd9e81cd5e66a92af0b7b1a53eee49169 /modules/mono/editor_templates/CharacterBody3D | |
parent | 41d075de5865c8b088c83219431661bc2d1f1802 (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.cs | 44 |
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(); - } -} |