You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-09 12:50:35 +00:00
C#: Replace Xform and XformInv with * operator
- In cases where both `Xform`/`XformInv` and the `*` operator were implemented the `Xform`/`XformInv` methods were removed in favor of the `*` operator. - In cases where the `Xform`/`XformInv` existed but not the `*` operator, the `Xform`/`XformInv` methods were replaced with the `*` operator. - In cases where no method existed, a new `*` operator has been implemented to support the same operations that are supported in GDScript. - Fixes the `Transform.Xform` and `Transform.XformInv` with `Rect2` implementation to use a zero `Rect2` size to start expanding from (which is how it's implemented in C++).
This commit is contained in:
@@ -26,7 +26,7 @@ public partial class _CLASS_ : _BASE_
|
||||
// Get the input direction and handle the movement/deceleration.
|
||||
// As good practice, you should replace UI actions with custom gameplay actions.
|
||||
Vector2 inputDir = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down");
|
||||
Vector3 direction = Transform.basis.Xform(new Vector3(inputDir.x, 0, inputDir.y)).Normalized();
|
||||
Vector3 direction = (Transform.basis * new Vector3(inputDir.x, 0, inputDir.y)).Normalized();
|
||||
if (direction != Vector3.Zero)
|
||||
{
|
||||
velocity.x = direction.x * Speed;
|
||||
|
||||
Reference in New Issue
Block a user