From 31549dca29a31ef12f7a720f210e56138d71796d Mon Sep 17 00:00:00 2001 From: fabriceci Date: Wed, 24 Aug 2022 18:46:11 +0200 Subject: Shorten variable names for moving platforms in CharacterBody --- doc/classes/CharacterBody2D.xml | 16 ++++++++-------- doc/classes/CharacterBody3D.xml | 16 ++++++++-------- 2 files changed, 16 insertions(+), 16 deletions(-) (limited to 'doc') diff --git a/doc/classes/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml index b0594b6409..2d169904f7 100644 --- a/doc/classes/CharacterBody2D.xml +++ b/doc/classes/CharacterBody2D.xml @@ -164,13 +164,13 @@ Sets the motion mode which defines the behavior of [method move_and_slide]. See [enum MotionMode] constants for available modes. - - Sets the behavior to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for available behavior. - - + Collision layers that will be included for detecting floor bodies that will act as moving platforms to be followed by the [CharacterBody2D]. By default, all floor bodies are detected and propagate their velocity. - + + Sets the behavior to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See [enum PlatformOnLeave] constants for available behavior. + + Collision layers that will be included for detecting wall bodies that will act as moving platforms to be followed by the [CharacterBody2D]. By default, all wall bodies are ignored. @@ -199,13 +199,13 @@ Apply when there is no notion of floor or ceiling. All collisions will be reported as [code]on_wall[/code]. In this mode, when you slide, the speed will always be constant. This mode is suitable for top-down games. - + Add the last platform velocity to the [member velocity] when you leave a moving platform. - + Add the last platform velocity to the [member velocity] when you leave a moving platform, but any downward motion is ignored. It's useful to keep full jump height even when the platform is moving down. - + Do nothing when leaving a platform. diff --git a/doc/classes/CharacterBody3D.xml b/doc/classes/CharacterBody3D.xml index 7efdeb19b1..cbcd6b3af7 100644 --- a/doc/classes/CharacterBody3D.xml +++ b/doc/classes/CharacterBody3D.xml @@ -149,13 +149,13 @@ Sets the motion mode which defines the behavior of [method move_and_slide]. See [enum MotionMode] constants for available modes. - - Sets the behavior to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for available behavior. - - + Collision layers that will be included for detecting floor bodies that will act as moving platforms to be followed by the [CharacterBody3D]. By default, all floor bodies are detected and propagate their velocity. - + + Sets the behavior to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See [enum PlatformOnLeave] constants for available behavior. + + Collision layers that will be included for detecting wall bodies that will act as moving platforms to be followed by the [CharacterBody3D]. By default, all wall bodies are ignored. @@ -184,13 +184,13 @@ Apply when there is no notion of floor or ceiling. All collisions will be reported as [code]on_wall[/code]. In this mode, when you slide, the speed will always be constant. This mode is suitable for games without ground like space games. - + Add the last platform velocity to the [member velocity] when you leave a moving platform. - + Add the last platform velocity to the [member velocity] when you leave a moving platform, but any downward motion is ignored. It's useful to keep full jump height even when the platform is moving down. - + Do nothing when leaving a platform. -- cgit v1.2.3