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add c# code to 2d-sprite-animation page
also, do not teach people to `get_node` every frame
(cherry picked from commit ba38d9dbc5)
This commit is contained in:
committed by
Rémi Verschelde
parent
d87fa5e941
commit
efb87c31fb
@@ -79,11 +79,37 @@ released.
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extends KinematicBody2D
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onready var _animated_sprite = $AnimatedSprite
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func _process(delta):
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if Input.is_action_pressed("ui_right"):
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$AnimatedSprite.play("run")
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_animated_sprite.play("run")
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else:
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$AnimatedSprite.stop()
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_animated_sprite.stop()
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.. code-tab:: csharp
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public class Character : KinematicBody2D
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{
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private AnimatedSprite _animatedSprite;
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public override void _Ready()
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{
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_animatedSprite = GetNode<AnimatedSprite>("AnimatedSprite");
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}
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public override _Process(float delta)
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{
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if (Input.IsActionPressed("ui_right"))
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{
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_animatedSprite.Play("run");
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}
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else
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{
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_animatedSprite.Stop();
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}
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}
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}
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Sprite sheet with AnimatedSprite
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@@ -192,12 +218,37 @@ released.
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extends KinematicBody2D
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onready var _animation_player = $AnimationPlayer
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func _process(delta):
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if Input.is_action_pressed("ui_right"):
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$AnimationPlayer.play("walk")
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_animation_player.play("walk")
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else:
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$AnimationPlayer.stop()
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_animation_player.stop()
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.. code-tab:: csharp
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public class Character : KinematicBody2D
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{
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private AnimationPlayer _animationPlayer;
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public override void _Ready()
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{
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_animationPlayer = GetNode<AnimationPlayer>("AnimationPlayer");
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}
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public override void _Process(float delta)
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{
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if (Input.IsActionPressed("ui_right"))
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{
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_animationPlayer.Play("walk");
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}
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else
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{
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_animationPlayer.Stop();
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}
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}
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}
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.. note:: If updating both an animation and a separate property at once
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(for example, a platformer may update the sprite's ``h_flip``/``v_flip``
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