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Link to Getting Started Input tutorial from Input examples page (#10200)

* Link to Getting Started Input tutorial from Input examples page

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Co-authored-by: Hugo Locurcio <[email protected]>
tetrapod vor 9 Monaten
Ursprung
Commit
f0b5879b85
2 geänderte Dateien mit 11 neuen und 3 gelöschten Zeilen
  1. 2 0
      getting_started/first_3d_game/02.player_input.rst
  2. 9 3
      tutorials/inputs/inputevent.rst

+ 2 - 0
getting_started/first_3d_game/02.player_input.rst

@@ -84,6 +84,8 @@ Save the scene as ``player.tscn``
 With the nodes ready, we can almost get coding. But first, we need to define
 With the nodes ready, we can almost get coding. But first, we need to define
 some input actions.
 some input actions.
 
 
+.. _doc_first_3d_game_input_actions:
+
 Creating input actions
 Creating input actions
 ----------------------
 ----------------------
 
 

+ 9 - 3
tutorials/inputs/inputevent.rst

@@ -194,10 +194,10 @@ There are several specialized types of InputEvent, described in the table below:
 |                                                                   | as feedback. (more on this below)       |
 |                                                                   | as feedback. (more on this below)       |
 +-------------------------------------------------------------------+-----------------------------------------+
 +-------------------------------------------------------------------+-----------------------------------------+
 
 
-Actions
--------
+Input actions
+-------------
 
 
-Actions are a grouping of zero or more InputEvents into a commonly
+Input actions are a grouping of zero or more InputEvents into a commonly
 understood title (for example, the default "ui_left" action grouping both joypad-left input and a keyboard's left arrow key). They are not required to represent an
 understood title (for example, the default "ui_left" action grouping both joypad-left input and a keyboard's left arrow key). They are not required to represent an
 InputEvent but are useful because they abstract various inputs when
 InputEvent but are useful because they abstract various inputs when
 programming the game logic.
 programming the game logic.
@@ -239,6 +239,12 @@ The Input singleton has a method for this:
     // Feedback.
     // Feedback.
     Input.ParseInputEvent(ev);
     Input.ParseInputEvent(ev);
 
 
+
+.. seealso::
+
+   See :ref:`doc_first_3d_game_input_actions` for a tutorial on adding input
+   actions in the project settings.
+
 InputMap
 InputMap
 --------
 --------