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Merge pull request #1590 from YeldhamDev/fps_tutorial_tabs_fix

Fixed controller tabs in the fourth part of the FPS tutorial
Max Hilbrunner 7 jaren geleden
bovenliggende
commit
21390a011e
2 gewijzigde bestanden met toevoegingen van 8 en 8 verwijderingen
  1. 6 6
      tutorials/3d/fps_tutorial/part_four.rst
  2. 2 2
      tutorials/3d/fps_tutorial/part_three.rst

+ 6 - 6
tutorials/3d/fps_tutorial/part_four.rst

@@ -71,7 +71,7 @@ ______
 In ``process_input`` add the following code, just before ``input_movement_vector = input_movement_vector.normalized()``:
 
 .. tabs::
- .. code-tab:: Xbox Controller
+ .. code-tab:: gdscript Xbox Controller
     
     # Add joypad input, if there is a joypad
     if Input.get_connected_joypads().size() > 0:
@@ -92,7 +92,7 @@ In ``process_input`` add the following code, just before ``input_movement_vector
 
         input_movement_vector += joypad_vec
 
- .. code-tab:: Playstation Controller
+ .. code-tab:: gdscript Playstation Controller
 
     # Add joypad input, if there is a joypad
     if Input.get_connected_joypads().size() > 0:
@@ -142,7 +142,7 @@ ______
 Make a new function called ``process_view_input`` and add the following:
 
 .. tabs::
- .. code-tab:: Xbox Controller
+ .. code-tab:: gdscript Xbox Controller
     
     func process_view_input(delta):
         
@@ -178,8 +178,8 @@ Make a new function called ``process_view_input`` and add the following:
             camera_rot.x = clamp(camera_rot.x, -70, 70)
             rotation_helper.rotation_degrees = camera_rot
         # ----------------------------------
- 
-  .. code-tab:: Playstation Controller
+
+ .. code-tab:: gdscript Playstation Controller
      
      func process_view_input(delta):
         
@@ -213,7 +213,7 @@ Make a new function called ``process_view_input`` and add the following:
             camera_rot.x = clamp(camera_rot.x, -70, 70)
             rotation_helper.rotation_degrees = camera_rot
         # ----------------------------------
-     
+
 Let's go over what's happening:
 
 First we check the mouse mode. If the mouse mode is not ``MOUSE_MODE_CAPTURED``, we want to return, which will skip the code below.

+ 2 - 2
tutorials/3d/fps_tutorial/part_three.rst

@@ -38,7 +38,7 @@ We can place ``RigidBody_hit_test.gd`` on them and then they will react to being
 Follow the instructions below for either (or both) of the scenes you want to use
 
 .. tabs::
- .. code-tab:: gdscript Space_Level
+ .. code-tab:: gdscript Space_Level.tscn
 
     Expand "Other_Objects" and then expand "Turrets_And_Physics_Objects".
     
@@ -61,7 +61,7 @@ Follow the instructions below for either (or both) of the scenes you want to use
     Return back to "Space_Level.tscn".
     
  
- .. code-tab:: gdscript Ruins_Level
+ .. code-tab:: gdscript Ruins_Level.tscn
 
     Expand "Misc_Objects" and then expand "Physics_Objects".