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-rw-r--r--modules/mono/editor/script_templates/CharacterBody2D/basic_movement.cs41
-rw-r--r--modules/mono/editor/script_templates/CharacterBody3D/basic_movement.cs44
-rw-r--r--modules/mono/editor/script_templates/EditorPlugin/plugin.cs20
-rw-r--r--modules/mono/editor/script_templates/EditorScript/basic_editor_script.cs15
-rw-r--r--modules/mono/editor/script_templates/Node/default.cs17
-rw-r--r--modules/mono/editor/script_templates/Object/empty.cs8
-rw-r--r--modules/mono/editor/script_templates/SCsub16
-rw-r--r--modules/mono/editor/script_templates/VisualShaderNodeCustom/basic.cs62
8 files changed, 223 insertions, 0 deletions
diff --git a/modules/mono/editor/script_templates/CharacterBody2D/basic_movement.cs b/modules/mono/editor/script_templates/CharacterBody2D/basic_movement.cs
new file mode 100644
index 0000000000..2ca81ab7cd
--- /dev/null
+++ b/modules/mono/editor/script_templates/CharacterBody2D/basic_movement.cs
@@ -0,0 +1,41 @@
+// meta-description: Classic movement for gravity games (platformer, ...)
+
+using _BINDINGS_NAMESPACE_;
+using System;
+
+public partial class _CLASS_ : _BASE_
+{
+ public const float Speed = 300.0f;
+ public const float JumpVelocity = -400.0f;
+
+ // Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
+ public float gravity = (float)ProjectSettings.GetSetting("physics/2d/default_gravity");
+
+ public override void _PhysicsProcess(float delta)
+ {
+ Vector2 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 direction = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down");
+ if (direction != Vector2.Zero)
+ {
+ velocity.x = direction.x * Speed;
+ }
+ else
+ {
+ velocity.x = Mathf.MoveToward(Velocity.x, 0, Speed);
+ }
+
+ Velocity = velocity;
+ MoveAndSlide();
+ }
+}
diff --git a/modules/mono/editor/script_templates/CharacterBody3D/basic_movement.cs b/modules/mono/editor/script_templates/CharacterBody3D/basic_movement.cs
new file mode 100644
index 0000000000..a6935fe497
--- /dev/null
+++ b/modules/mono/editor/script_templates/CharacterBody3D/basic_movement.cs
@@ -0,0 +1,44 @@
+// 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();
+ }
+}
diff --git a/modules/mono/editor/script_templates/EditorPlugin/plugin.cs b/modules/mono/editor/script_templates/EditorPlugin/plugin.cs
new file mode 100644
index 0000000000..eba5fd12a4
--- /dev/null
+++ b/modules/mono/editor/script_templates/EditorPlugin/plugin.cs
@@ -0,0 +1,20 @@
+// meta-description: Basic plugin template
+
+#if TOOLS
+using _BINDINGS_NAMESPACE_;
+using System;
+
+[Tool]
+public partial class _CLASS_ : _BASE_
+{
+ public override void _EnterTree()
+ {
+ // Initialization of the plugin goes here.
+ }
+
+ public override void _ExitTree()
+ {
+ // Clean-up of the plugin goes here.
+ }
+}
+#endif
diff --git a/modules/mono/editor/script_templates/EditorScript/basic_editor_script.cs b/modules/mono/editor/script_templates/EditorScript/basic_editor_script.cs
new file mode 100644
index 0000000000..1b347edc1c
--- /dev/null
+++ b/modules/mono/editor/script_templates/EditorScript/basic_editor_script.cs
@@ -0,0 +1,15 @@
+// meta-description: Basic editor script template
+
+#if TOOLS
+using _BINDINGS_NAMESPACE_;
+using System;
+
+[Tool]
+public partial class _CLASS_ : _BASE_
+{
+ // Called when the script is executed (using File -> Run in Script Editor).
+ public override void _Run()
+ {
+ }
+}
+#endif
diff --git a/modules/mono/editor/script_templates/Node/default.cs b/modules/mono/editor/script_templates/Node/default.cs
new file mode 100644
index 0000000000..4c86d1666f
--- /dev/null
+++ b/modules/mono/editor/script_templates/Node/default.cs
@@ -0,0 +1,17 @@
+// meta-description: Base template for Node with default Godot cycle methods
+
+using _BINDINGS_NAMESPACE_;
+using System;
+
+public partial class _CLASS_ : _BASE_
+{
+ // Called when the node enters the scene tree for the first time.
+ public override void _Ready()
+ {
+ }
+
+ // Called every frame. 'delta' is the elapsed time since the previous frame.
+ public override void _Process(float delta)
+ {
+ }
+}
diff --git a/modules/mono/editor/script_templates/Object/empty.cs b/modules/mono/editor/script_templates/Object/empty.cs
new file mode 100644
index 0000000000..34526d514f
--- /dev/null
+++ b/modules/mono/editor/script_templates/Object/empty.cs
@@ -0,0 +1,8 @@
+// meta-description: Empty template suitable for all Objects
+
+using _BINDINGS_NAMESPACE_;
+using System;
+
+public partial class _CLASS_ : _BASE_
+{
+}
diff --git a/modules/mono/editor/script_templates/SCsub b/modules/mono/editor/script_templates/SCsub
new file mode 100644
index 0000000000..39f6cb5c01
--- /dev/null
+++ b/modules/mono/editor/script_templates/SCsub
@@ -0,0 +1,16 @@
+#!/usr/bin/env python
+
+Import("env")
+
+import editor.template_builders as build_template_cs
+
+env["BUILDERS"]["MakeCSharpTemplateBuilder"] = Builder(
+ action=env.Run(build_template_cs.make_templates, "Generating C# templates header."),
+ suffix=".h",
+ src_suffix=".cs",
+)
+
+# Template files
+templates_sources = Glob("*/*.cs")
+
+env.Alias("editor_template_cs", [env.MakeCSharpTemplateBuilder("templates.gen.h", templates_sources)])
diff --git a/modules/mono/editor/script_templates/VisualShaderNodeCustom/basic.cs b/modules/mono/editor/script_templates/VisualShaderNodeCustom/basic.cs
new file mode 100644
index 0000000000..a1b93e7daa
--- /dev/null
+++ b/modules/mono/editor/script_templates/VisualShaderNodeCustom/basic.cs
@@ -0,0 +1,62 @@
+// meta-description: Visual shader's node plugin template
+
+using _BINDINGS_NAMESPACE_;
+using System;
+
+public partial class VisualShaderNode_CLASS_ : _BASE_
+{
+ public override string _GetName()
+ {
+ return "_CLASS_";
+ }
+
+ public override string _GetCategory()
+ {
+ return "";
+ }
+
+ public override string _GetDescription()
+ {
+ return "";
+ }
+
+ public override int _GetReturnIconType()
+ {
+ return 0;
+ }
+
+ public override int _GetInputPortCount()
+ {
+ return 0;
+ }
+
+ public override string _GetInputPortName(int port)
+ {
+ return "";
+ }
+
+ public override int _GetInputPortType(int port)
+ {
+ return 0;
+ }
+
+ public override int _GetOutputPortCount()
+ {
+ return 1;
+ }
+
+ public override string _GetOutputPortName(int port)
+ {
+ return "result";
+ }
+
+ public override int _GetOutputPortType(int port)
+ {
+ return 0;
+ }
+
+ public override string _GetCode(Godot.Collections.Array inputVars, Godot.Collections.Array outputVars, Shader.Mode mode, VisualShader.Type type)
+ {
+ return "";
+ }
+}