|
@@ -269,6 +269,8 @@ With this code, if no collisions occurred on a given frame, the loop won't run.
|
|
KinematicCollision3D collision = GetSlideCollision(index);
|
|
KinematicCollision3D collision = GetSlideCollision(index);
|
|
|
|
|
|
// If the collision is with a mob.
|
|
// If the collision is with a mob.
|
|
|
|
+ // With C# we leverage typing and pattern-matching
|
|
|
|
+ // instead of checking for the group we created.
|
|
if (collision.GetCollider() is Mob mob)
|
|
if (collision.GetCollider() is Mob mob)
|
|
{
|
|
{
|
|
// We check that we are hitting it from above.
|
|
// We check that we are hitting it from above.
|
|
@@ -344,6 +346,10 @@ destroy the mob.
|
|
QueueFree();
|
|
QueueFree();
|
|
}
|
|
}
|
|
|
|
|
|
|
|
+.. note::
|
|
|
|
+
|
|
|
|
+ When using C#, Godot will create the appropriate events automatically for all Signals ending with `EventHandler`, see :ref:`C# Signals <doc_c_sharp_signals>`.
|
|
|
|
+
|
|
We will use the signal to add points to the score in the next lesson.
|
|
We will use the signal to add points to the score in the next lesson.
|
|
|
|
|
|
With that, you should be able to kill monsters by jumping on them. You can press
|
|
With that, you should be able to kill monsters by jumping on them. You can press
|