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https://github.com/godotengine/godot-docs.git
synced 2026-01-07 02:12:07 +03:00
add missing brackets in c sharp code
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@@ -305,7 +305,9 @@ Jump:
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// Keep in mind Y is up-axis
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if (Input.IsActionJustPressed("jump"))
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{
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velocity.Y = JumpSpeed;
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}
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MoveAndSlide();
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@@ -166,7 +166,9 @@ delta time methods as needed.
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public void _Process(double delta)
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{
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if (Input.IsActionJustPressed("ui_select"))
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{
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GD.Print(delta);
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}
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}
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// Called during every input event. Equally true for _input().
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@@ -176,7 +178,9 @@ delta time methods as needed.
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{
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case InputEventKey:
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if (Input.IsActionJustPressed("ui_accept"))
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{
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GD.Print(GetProcessDeltaTime());
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}
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break;
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}
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}
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@@ -32,7 +32,9 @@ Handling the notification is done as follows (on any node):
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public override void _Notification(int what)
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{
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if (what == NotificationWMCloseRequest)
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{
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GetTree().Quit(); // default behavior
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}
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}
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It is important to note that by default, Godot apps have the built-in
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@@ -27,8 +27,12 @@ Here is a quick example, closing your game if the escape key is hit:
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public override void _UnhandledInput(InputEvent @event)
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{
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if (@event is InputEventKey eventKey)
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{
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if (eventKey.Pressed && eventKey.Keycode == Key.Escape)
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{
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GetTree().Quit();
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}
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}
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}
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However, it is cleaner and more flexible to use the provided :ref:`InputMap <class_InputMap>` feature,
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@@ -316,15 +316,23 @@ For example, here is the code for an "Asteroids" style spaceship:
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public override void _IntegrateForces(PhysicsDirectBodyState2D state)
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{
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if (Input.IsActionPressed("ui_up"))
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{
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state.ApplyForce(_thrust.Rotated(Rotation));
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}
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else
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{
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state.ApplyForce(new Vector2());
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}
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var rotationDir = 0;
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if (Input.IsActionPressed("ui_right"))
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{
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rotationDir += 1;
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}
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if (Input.IsActionPressed("ui_left"))
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{
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rotationDir -= 1;
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}
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state.ApplyTorque(rotationDir * _torque);
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}
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}
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@@ -441,7 +449,9 @@ Or to bounce off of the colliding object:
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{
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var collisionInfo = MoveAndCollide(_velocity * (float)delta);
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if (collisionInfo != null)
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{
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_velocity = _velocity.Bounce(collisionInfo.GetNormal());
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}
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}
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}
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@@ -510,11 +520,17 @@ the ground (including slopes) and jump when standing on the ground:
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var jump = Input.IsActionPressed("ui_select");
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if (IsOnFloor() && jump)
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{
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velocity.Y = _jumpSpeed;
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}
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if (right)
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{
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velocity.X += _runSpeed;
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}
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if (left)
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{
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velocity.X -= _runSpeed;
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}
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Velocity = velocity;
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}
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@@ -134,7 +134,9 @@ be empty. If it did hit something, it will contain collision information:
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.. code-tab:: csharp
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if (result.Count > 0)
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{
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GD.Print("Hit at point: ", result["position"]);
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}
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The ``result`` dictionary when a collision occurs contains the following
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data:
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@@ -508,7 +508,9 @@ Here's the code for the player body:
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// Handle jump.
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if (Input.IsActionJustPressed("jump") && IsOnFloor())
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{
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velocity.Y = _jumpSpeed;
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}
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// Get the input direction.
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float direction = Input.GetAxis("ui_left", "ui_right");
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@@ -170,9 +170,13 @@ it is nicer to exit on failure than to hang the system.
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// Enable VRS
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if (RenderingServer.GetRenderingDevice() != null)
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{
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vp.VrsMode = Viewport.VrsModeEnum.XR;
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}
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else if ((int)ProjectSettings.GetSetting("xr/openxr/foveation_level") == 0)
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{
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GD.PushWarning("OpenXR: Recommend setting Foveation level to High in Project Settings");
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}
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// Connect the OpenXR events
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_xrInterface.SessionBegun += OnOpenXRSessionBegun;
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@@ -276,8 +280,12 @@ Not matching the physics update rate will cause stuttering as frames are rendere
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{
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GD.Print("OpenXR: Available refresh rates: ", availableRates);
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foreach (float rate in availableRates)
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{
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if (rate > newRate && rate <= MaximumRefreshRate)
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{
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newRate = rate;
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}
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}
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}
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// Did we find a better rate?
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