Merge pull request #8302 from paulloz/C#-capitalization-issues

C#: Fix some forgotten lowercase x/y/z
This commit is contained in:
Max Hilbrunner
2023-10-21 22:39:59 +02:00
committed by GitHub
5 changed files with 14 additions and 10 deletions
@@ -459,7 +459,7 @@ Here's the *Player* script.
// Jumping.
if (IsOnFloor() && Input.IsActionJustPressed("jump"))
{
_targetVelocity.y += JumpImpulse;
_targetVelocity.Y += JumpImpulse;
}
// Iterate through all collisions that occurred this frame.
+4
View File
@@ -158,13 +158,17 @@ It is possible to rotate a transform, either by multiplying its basis by another
.. code-tab:: csharp
Transform3D transform = Transform;
Vector3 axis = new Vector3(1, 0, 0); // Or Vector3.Right
float rotationAmount = 0.1f;
// Rotate the transform around the X axis by 0.1 radians.
transform.Basis = new Basis(axis, rotationAmount) * transform.Basis;
// shortened
transform.Basis = transform.Basis.Rotated(axis, rotationAmount);
Transform = transform;
A method in Node3D simplifies this:
.. tabs::
+3 -3
View File
@@ -85,8 +85,8 @@ To do this in code, we multiply each of the vectors:
Transform2D t = Transform2D.Identity;
// Scale
t.x *= 2;
t.y *= 2;
t.X *= 2;
t.Y *= 2;
Transform = t; // Change the node's transform to what we calculated.
If we wanted to return it to its original scale, we can multiply
@@ -324,7 +324,7 @@ As an example, let's set Y to (1, 1):
Transform2D t = Transform2D.Identity;
// Shear by setting Y to (1, 1)
t.y = Vector2.One;
t.Y = Vector2.One;
Transform = t; // Change the node's transform to what we calculated.
.. note:: You can't set the raw values of a Transform2D in the editor,
+2 -2
View File
@@ -189,9 +189,9 @@ degrees to either side:
// Calculate vector from `a` to `b`.
var dvec = pointA.DirectionTo(pointB);
// Rotate 90 degrees.
var normal = new Vector2(dvec.y, -dvec.x);
var normal = new Vector2(dvec.Y, -dvec.X);
// Alternatively (depending the desired side of the normal):
// var normal = new Vector2(-dvec.y, dvec.x);
// var normal = new Vector2(-dvec.Y, dvec.X);
The rest is the same as the previous example. Either point_a or
point_b will work, as they are in the same plane:
+4 -4
View File
@@ -93,10 +93,10 @@ a TextureRect can be centered in its parent:
var textureSize = rect.Texture.GetSize();
rect.OffsetLeft = -textureSize.x / 2;
rect.OffsetRight = textureSize.x / 2;
rect.OffsetTop = -textureSize.y / 2;
rect.OffsetBottom = textureSize.y / 2;
rect.OffsetLeft = -textureSize.X / 2;
rect.OffsetRight = textureSize.X / 2;
rect.OffsetTop = -textureSize.Y / 2;
rect.OffsetBottom = textureSize.Y / 2;
AddChild(rect);
Setting each anchor to 0.5 moves the reference point for the margins to