add missing brackets in c sharp code

This commit is contained in:
Hana - Piralein
2025-07-14 20:29:57 +02:00
parent c47dfbd95f
commit cd3e94b4a1
8 changed files with 40 additions and 0 deletions

View File

@@ -305,7 +305,9 @@ Jump:
// Keep in mind Y is up-axis
if (Input.IsActionJustPressed("jump"))
{
velocity.Y = JumpSpeed;
}
MoveAndSlide();

View File

@@ -166,7 +166,9 @@ delta time methods as needed.
public void _Process(double delta)
{
if (Input.IsActionJustPressed("ui_select"))
{
GD.Print(delta);
}
}
// Called during every input event. Equally true for _input().
@@ -176,7 +178,9 @@ delta time methods as needed.
{
case InputEventKey:
if (Input.IsActionJustPressed("ui_accept"))
{
GD.Print(GetProcessDeltaTime());
}
break;
}
}

View File

@@ -32,7 +32,9 @@ Handling the notification is done as follows (on any node):
public override void _Notification(int what)
{
if (what == NotificationWMCloseRequest)
{
GetTree().Quit(); // default behavior
}
}
It is important to note that by default, Godot apps have the built-in

View File

@@ -27,8 +27,12 @@ Here is a quick example, closing your game if the escape key is hit:
public override void _UnhandledInput(InputEvent @event)
{
if (@event is InputEventKey eventKey)
{
if (eventKey.Pressed && eventKey.Keycode == Key.Escape)
{
GetTree().Quit();
}
}
}
However, it is cleaner and more flexible to use the provided :ref:`InputMap <class_InputMap>` feature,

View File

@@ -316,15 +316,23 @@ For example, here is the code for an "Asteroids" style spaceship:
public override void _IntegrateForces(PhysicsDirectBodyState2D state)
{
if (Input.IsActionPressed("ui_up"))
{
state.ApplyForce(_thrust.Rotated(Rotation));
}
else
{
state.ApplyForce(new Vector2());
}
var rotationDir = 0;
if (Input.IsActionPressed("ui_right"))
{
rotationDir += 1;
}
if (Input.IsActionPressed("ui_left"))
{
rotationDir -= 1;
}
state.ApplyTorque(rotationDir * _torque);
}
}
@@ -441,7 +449,9 @@ Or to bounce off of the colliding object:
{
var collisionInfo = MoveAndCollide(_velocity * (float)delta);
if (collisionInfo != null)
{
_velocity = _velocity.Bounce(collisionInfo.GetNormal());
}
}
}
@@ -510,11 +520,17 @@ the ground (including slopes) and jump when standing on the ground:
var jump = Input.IsActionPressed("ui_select");
if (IsOnFloor() && jump)
{
velocity.Y = _jumpSpeed;
}
if (right)
{
velocity.X += _runSpeed;
}
if (left)
{
velocity.X -= _runSpeed;
}
Velocity = velocity;
}

View File

@@ -134,7 +134,9 @@ be empty. If it did hit something, it will contain collision information:
.. code-tab:: csharp
if (result.Count > 0)
{
GD.Print("Hit at point: ", result["position"]);
}
The ``result`` dictionary when a collision occurs contains the following
data:

View File

@@ -508,7 +508,9 @@ Here's the code for the player body:
// Handle jump.
if (Input.IsActionJustPressed("jump") && IsOnFloor())
{
velocity.Y = _jumpSpeed;
}
// Get the input direction.
float direction = Input.GetAxis("ui_left", "ui_right");

View File

@@ -170,9 +170,13 @@ it is nicer to exit on failure than to hang the system.
// Enable VRS
if (RenderingServer.GetRenderingDevice() != null)
{
vp.VrsMode = Viewport.VrsModeEnum.XR;
}
else if ((int)ProjectSettings.GetSetting("xr/openxr/foveation_level") == 0)
{
GD.PushWarning("OpenXR: Recommend setting Foveation level to High in Project Settings");
}
// Connect the OpenXR events
_xrInterface.SessionBegun += OnOpenXRSessionBegun;
@@ -276,8 +280,12 @@ Not matching the physics update rate will cause stuttering as frames are rendere
{
GD.Print("OpenXR: Available refresh rates: ", availableRates);
foreach (float rate in availableRates)
{
if (rate > newRate && rate <= MaximumRefreshRate)
{
newRate = rate;
}
}
}
// Did we find a better rate?