From f0dfc9e19c7ad22800c88876ebbf0e9818fc9a85 Mon Sep 17 00:00:00 2001 From: Aaron Franke Date: Tue, 19 Jan 2021 05:26:42 -0500 Subject: [PATCH] Update ray length constant to match style guidelines --- tutorials/physics/ray-casting.rst | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/tutorials/physics/ray-casting.rst b/tutorials/physics/ray-casting.rst index f19912702..9fcad7590 100644 --- a/tutorials/physics/ray-casting.rst +++ b/tutorials/physics/ray-casting.rst @@ -245,17 +245,17 @@ To obtain it using a camera, the following code can be used: .. tabs:: .. code-tab:: gdscript GDScript - const ray_length = 1000 + const RAY_LENGTH = 1000.0 func _input(event): if event is InputEventMouseButton and event.pressed and event.button_index == 1: var camera = $Camera var from = camera.project_ray_origin(event.position) - var to = from + camera.project_ray_normal(event.position) * ray_length + var to = from + camera.project_ray_normal(event.position) * RAY_LENGTH .. code-tab:: csharp - private const float rayLength = 1000; + private const float RayLength = 1000.0f; public override void _Input(InputEvent @event) { @@ -263,7 +263,7 @@ To obtain it using a camera, the following code can be used: { var camera = (Camera)GetNode("Camera"); var from = camera.ProjectRayOrigin(eventMouseButton.Position); - var to = from + camera.ProjectRayNormal(eventMouseButton.Position) * rayLength; + var to = from + camera.ProjectRayNormal(eventMouseButton.Position) * RayLength; } }