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update c# class examples
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@@ -64,9 +64,8 @@ or lose precision if the frame rate is too high or too low.
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.. code-tab:: csharp
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using Godot;
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using System;
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public class PhysicsScript : CharacterBody2D
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public partial class PhysicsScript : CharacterBody2D
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{
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public override void _PhysicsProcess(float delta)
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{
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@@ -128,9 +127,8 @@ So, let's move our sprite downwards until it hits the floor:
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.. code-tab:: csharp
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using Godot;
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using System;
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public class PhysicsScript : CharacterBody2D
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public partial class PhysicsScript : CharacterBody2D
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{
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public override void _PhysicsProcess(float delta)
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{
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@@ -162,9 +160,8 @@ little more like a regular game character:
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.. code-tab:: csharp
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using Godot;
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using System;
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public class PhysicsScript : CharacterBody2D
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public partial class PhysicsScript : CharacterBody2D
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{
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const float gravity = 200.0f;
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Vector2 velocity;
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@@ -213,9 +210,8 @@ This adds basic support for walking when pressing left and right:
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.. code-tab:: csharp
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using Godot;
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using System;
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public class PhysicsScript : CharacterBody2D
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public partial class PhysicsScript : CharacterBody2D
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{
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const float gravity = 200.0f;
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const int walkSpeed = 200;
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@@ -275,7 +275,9 @@ For example, here is the code for an "Asteroids" style spaceship:
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.. code-tab:: csharp
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class Spaceship : RigidBody2D
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using Godot;
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public partial class Spaceship : RigidBody2D
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{
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private Vector2 _thrust = new Vector2(0, -250);
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private float _torque = 20000;
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@@ -366,7 +368,9 @@ occurred:
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.. code-tab:: csharp
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class Body : PhysicsBody2D
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using Godot;
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public partial class Body : PhysicsBody2D
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{
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private Vector2 _velocity = new Vector2(250, 250);
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@@ -396,7 +400,9 @@ Or to bounce off of the colliding object:
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.. code-tab:: csharp
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class Body : PhysicsBody2D
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using Godot;
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public partial class Body : PhysicsBody2D
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{
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private Vector2 _velocity = new Vector2(250, 250);
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@@ -455,7 +461,9 @@ the ground (including slopes) and jump when standing on the ground:
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.. code-tab:: csharp
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class Body : CharacterBody2D
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using Godot;
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public partial class Body : CharacterBody2D
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{
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private float _runSpeed = 350;
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private float _jumpSpeed = -1000;
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@@ -177,7 +177,9 @@ collision object node:
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.. code-tab:: csharp
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class Body : CharacterBody2D
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using Godot;
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public partial class Body : CharacterBody2D
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{
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public override void _PhysicsProcess(float delta)
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{
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@@ -211,7 +213,9 @@ member variable:
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.. code-tab:: csharp
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class Body : CharacterBody2D
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using Godot;
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public partial class Body : CharacterBody2D
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{
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public override void _PhysicsProcess(float delta)
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{
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@@ -50,7 +50,9 @@ Here is a custom ``look_at()`` method that will work reliably with rigid bodies:
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.. code-tab:: csharp
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class Body : RigidBody
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using Godot;
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public partial class Body : RigidBody3D
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{
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private void LookFollow(PhysicsDirectBodyState state, Transform3D currentTransform, Vector3 targetPosition)
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{
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@@ -78,7 +78,9 @@ use ``area_entered``. However, let's assume our player is a ``CharacterBody2D``
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.. code-tab:: csharp
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public class Coin : Area2D
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using Godot;
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public partial class Coin : Area2D
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{
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public void OnCoinBodyEntered(PhysicsBody2D body)
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@@ -254,9 +254,8 @@ Attach a script to the CharacterBody2D and add the following code:
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.. code-tab:: csharp
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using Godot;
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using System;
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public class KBExample : CharacterBody2D
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public partial class KBExample : CharacterBody2D
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{
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public int Speed = 250;
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private Vector2 _velocity = new Vector2();
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@@ -358,9 +357,8 @@ uses the mouse pointer. Here is the code for the Player, using ``move_and_slide(
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.. code-tab:: csharp
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using Godot;
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using System;
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public class KBExample : CharacterBody2D
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public partial class KBExample : CharacterBody2D
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{
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private PackedScene _bullet = (PackedScene)GD.Load("res://Bullet.tscn");
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public int Speed = 200;
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@@ -434,9 +432,8 @@ And the code for the Bullet:
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.. code-tab:: csharp
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using Godot;
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using System;
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public class Bullet : CharacterBody2D
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public partial class Bullet : CharacterBody2D
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{
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public int Speed = 750;
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private Vector2 _velocity = new Vector2();
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@@ -531,9 +528,8 @@ Here's the code for the player body:
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.. code-tab:: csharp
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using Godot;
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using System;
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public class KBExample : CharacterBody2D
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public partial class KBExample : CharacterBody2D
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{
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[Export] public int RunSpeed = 100;
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[Export] public int JumpSpeed = -400;
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