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@@ -300,13 +300,13 @@ reach the point where the muzzle starts to flash.
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light that escapes the muzzle when a bullet is fired. The muzzle is also sometimes referred to as the
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barrel of the gun.
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-.. tip:: For finer control when scrubbing the timeline, press ``control`` and scroll forward with the mouse wheel to zoom in.
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+.. tip:: For finer control when scrubbing the timeline, press :kbd:`Ctrl` and scroll forward with the mouse wheel to zoom in.
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Scrolling backwards will zoom out.
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You can also change how the timeline scrubbing snaps by changing the value in ``Step (s)`` to a lower/higher value.
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-Once you get to a point you like, right click on the row for "Animation Player" and press insert key.
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-In the empty name field, enter ``animation_callback`` and press ``enter``.
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+Once you get to a point you like, right click on the row for "Animation Player" and press ``Insert Key``.
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+In the empty name field, enter ``animation_callback`` and press :kbd:`Enter`.
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.. image:: img/AnimationPlayerInsertKey.png
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@@ -324,7 +324,7 @@ Go to the "Rifle_fire" animation from the animation drop down. Add the call meth
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animation track list by clicking the "Add Track" button above the list. Find the point where the muzzle starts
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to flash and right click and press ``Insert Key`` to add a call method track point at that position on the track.
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-Type "animation_callback" into the name field of the pop up which opened and press ``enter``.
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+Type "animation_callback" into the name field of the pop up which opened and press :kbd:`Enter`.
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Now we need to apply the callback method track to the knife animation. Select the "Knife_fire" animation and scroll to the bottom of the
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animation tracks. Click the "Add Track" button above the list and add a method track.
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@@ -334,7 +334,7 @@ Next find a point around the first third of the animation to place the animation
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For this tutorial we are reusing the gun firing logic for our knife, so the animation has been named in a style that
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is consistent with the other animations.
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-From there right click on the timeline and click "Insert Key". Put "animation_callback" into the name field and press ``enter``.
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+From there right click on the timeline and click "Insert Key". Put "animation_callback" into the name field and press :kbd:`Enter`.
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.. tip:: Be sure to save your work!
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@@ -1216,7 +1216,7 @@ Now we need to attach this script to all of the :ref:`RigidBody <class_RigidBody
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Open up ``Testing_Area.tscn`` and select all the cubes parented to the ``Cubes`` node.
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-.. tip:: If you select the top cube, and then hold down ``shift`` and select the last cube, Godot will
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+.. tip:: If you select the top cube, and then hold down :kbd:`Shift` and select the last cube, Godot will
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select all the cubes in-between!
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Once you have all the cubes selected, scroll down in the inspector until you get to
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