Explorar o código

Fixed some names in FPS Tutorial Part 3

ntfwc %!s(int64=7) %!d(string=hai) anos
pai
achega
653ce49d2d
Modificáronse 1 ficheiros con 8 adicións e 8 borrados
  1. 8 8
      tutorials/3d/fps_tutorial/part_three.rst

+ 8 - 8
tutorials/3d/fps_tutorial/part_three.rst

@@ -40,7 +40,7 @@ Follow the instructions below for either (or both) of the scenes you want to use
 .. tabs::
 .. tabs::
  .. code-tab:: gdscript Space_Level.tscn
  .. code-tab:: gdscript Space_Level.tscn
 
 
-    Expand "Other_Objects" and then expand "Turrets_And_Physics_Objects".
+    Expand "Other_Objects" and then expand "Physics_Objects".
     
     
     Expand one of the "Barrel_Group" nodes and then select "Barrel_Rigid_Body" and open it using
     Expand one of the "Barrel_Group" nodes and then select "Barrel_Rigid_Body" and open it using
     the "Open in Editor" button.
     the "Open in Editor" button.
@@ -51,9 +51,9 @@ Follow the instructions below for either (or both) of the scenes you want to use
     
     
     Return back to "Space_Level.tscn".
     Return back to "Space_Level.tscn".
     
     
-    Expand one of the "Box_Group" nodes and then select "Box_Rigid_Body" and open it using the
+    Expand one of the "Box_Group" nodes and then select "Crate_Rigid_Body" and open it using the
     "Open in Editor" button.
     "Open in Editor" button.
-    This will bring you to the "Box_Rigid_Body" scene. From there select the root node and
+    This will bring you to the "Crate_Rigid_Body" scene. From there select the root node and
     scroll the inspector down to the bottom.
     scroll the inspector down to the bottom.
     Select the drop down arrow under the "Node" tab, and then select "Load". Navigate to
     Select the drop down arrow under the "Node" tab, and then select "Load". Navigate to
     "RigidBody_hit_test.gd" and select "Open".
     "RigidBody_hit_test.gd" and select "Open".
@@ -463,7 +463,7 @@ Finally, let's add some sounds that play when the player is reloading, changing
          https://gamesounds.xyz/ is a collection of **"royalty free or public domain music and sounds suitable for games"**.
          https://gamesounds.xyz/ is a collection of **"royalty free or public domain music and sounds suitable for games"**.
          I used Gamemaster's Gun Sound Pack, which can be found in the Sonniss.com GDC 2017 Game Audio Bundle.
          I used Gamemaster's Gun Sound Pack, which can be found in the Sonniss.com GDC 2017 Game Audio Bundle.
 
 
-Open up ``SimpleAudioPlayer.tscn``. It is simply a :ref:`Spatial <class_Spatial>` with a :ref:`AudioStreamPlayer <class_AudioStreamPlayer>` as it's child.
+Open up ``Simple_Audio_Player.tscn``. It is simply a :ref:`Spatial <class_Spatial>` with a :ref:`AudioStreamPlayer <class_AudioStreamPlayer>` as it's child.
 
 
 .. note:: The reason this is called a 'simple' audio player is because we are not taking performance into account
 .. note:: The reason this is called a 'simple' audio player is because we are not taking performance into account
           and because the code is designed to provide sound in the simplest way possible.
           and because the code is designed to provide sound in the simplest way possible.
@@ -476,7 +476,7 @@ In the source for this tutorial, we will be using :ref:`AudioStreamPlayer <class
 use :ref:`AudioStreamPlayer3D <class_AudioStreamPlayer3D>` if you desire, and the code provided below will work regardless of which
 use :ref:`AudioStreamPlayer3D <class_AudioStreamPlayer3D>` if you desire, and the code provided below will work regardless of which
 one you chose.
 one you chose.
 
 
-Create a new script and call it ``SimpleAudioPlayer.gd``. Attach it to the :ref:`Spatial <class_Spatial>` in ``SimpleAudioPlayer.tscn``
+Create a new script and call it ``Simple_Audio_Player.gd``. Attach it to the :ref:`Spatial <class_Spatial>` in ``Simple_Audio_Player.tscn``
 and insert the following code:
 and insert the following code:
 
 
 ::
 ::
@@ -574,7 +574,7 @@ to save on resources.
 _________
 _________
 
 
 With that done, let's open up ``Player.gd`` again.
 With that done, let's open up ``Player.gd`` again.
-First we need to load the ``SimpleAudioPlayer.tscn``. Place the following code in the class variables:
+First we need to load the ``Simple_Audio_Player.tscn``. Place the following code in the class variables:
 
 
 ::
 ::
 
 
@@ -611,11 +611,11 @@ If this doesn't make sense to you, don't worry too much about it. The second lin
 reliably if you have multiple scenes loaded as children to the root node at a time, which will rarely happen for most projects and will not be happening in this tutorial series.
 reliably if you have multiple scenes loaded as children to the root node at a time, which will rarely happen for most projects and will not be happening in this tutorial series.
 This is only potentially a issue depending on how you handle scene loading.
 This is only potentially a issue depending on how you handle scene loading.
 
 
-The third line adds our newly created ``SimpleAudioPlayer`` scene to be a child of the scene root. This
+The third line adds our newly created ``Simple_Audio_Player`` scene to be a child of the scene root. This
 works exactly the same as when we are spawning bullets.
 works exactly the same as when we are spawning bullets.
 
 
 Finally, we call the ``play_sound`` function and pass in the arguments passed in to ``create_sound``. This will call
 Finally, we call the ``play_sound`` function and pass in the arguments passed in to ``create_sound``. This will call
-``SimpleAudioPlayer.gd``'s ``play_sound`` function with the passed in arguments.
+``Simple_Audio_Player.gd``'s ``play_sound`` function with the passed in arguments.
 
 
 _________
 _________