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update c# examples and fix ref links

Hana 2 years ago
parent
commit
f726757663

+ 6 - 2
getting_started/first_3d_game/03.player_movement_code.rst

@@ -30,7 +30,9 @@ character.
 
 
  .. code-tab:: csharp
  .. code-tab:: csharp
 
 
-    public class Player : CharacterBody3D
+    using Godot;
+
+    public partial class Player : CharacterBody3D
     {
     {
         // Don't forget to rebuild the project so the editor knows about the new export variable.
         // Don't forget to rebuild the project so the editor knows about the new export variable.
 
 
@@ -274,7 +276,9 @@ Here is the complete ``Player.gd`` code for reference.
         move_and_slide()
         move_and_slide()
  .. code-tab:: csharp
  .. code-tab:: csharp
 
 
-    public class Player : CharacterBody3D
+    using Godot;
+
+    public partial class Player : CharacterBody3D
     {
     {
         // How fast the player moves in meters per second.
         // How fast the player moves in meters per second.
         [Export]
         [Export]

+ 8 - 4
getting_started/first_3d_game/04.mob_scene.rst

@@ -61,7 +61,7 @@ want to pay for it when the mob is outside the screen.
 
 
 Once a monster leaves the screen, we don't need it anymore, so we should delete it.
 Once a monster leaves the screen, we don't need it anymore, so we should delete it.
 Godot has a node that detects when objects leave the screen,
 Godot has a node that detects when objects leave the screen,
-:ref:`VisibleOnScreenNotifier3D <class_VisibileOnScreenNotifier3D>`, and we're going to use it to destroy our mobs.
+:ref:`VisibleOnScreenNotifier3D <class_VisibleOnScreenNotifier3D>`, and we're going to use it to destroy our mobs.
 
 
 .. note::
 .. note::
 
 
@@ -76,7 +76,7 @@ Godot has a node that detects when objects leave the screen,
     reference counting, which doesn't have that caveat. You can learn more
     reference counting, which doesn't have that caveat. You can learn more
     about that here: :ref:`doc_gdscript_basics_memory_management`.
     about that here: :ref:`doc_gdscript_basics_memory_management`.
 
 
-Select the ``Mob`` node and add a child node :ref:`VisibleOnScreenNotifier3D <class_VisibileOnScreenNotifier3D>`. Another
+Select the ``Mob`` node and add a child node :ref:`VisibleOnScreenNotifier3D <class_VisibleOnScreenNotifier3D>`. Another
 box, pink this time, appears. When this box completely leaves the screen, the
 box, pink this time, appears. When this box completely leaves the screen, the
 node will emit a signal.
 node will emit a signal.
 
 
@@ -117,7 +117,9 @@ and ``max_speed``, to define a random speed range, which we will later use to de
 
 
  .. code-tab:: csharp
  .. code-tab:: csharp
 
 
-    public class Mob : CharacterBody3D
+    using Godot;
+
+    public partial class Mob : CharacterBody3D
     {
     {
         // Don't forget to rebuild the project so the editor knows about the new export variable.
         // Don't forget to rebuild the project so the editor knows about the new export variable.
 
 
@@ -282,7 +284,9 @@ Here is the complete ``Mob.gd`` script for reference.
         queue_free()
         queue_free()
  .. code-tab:: csharp
  .. code-tab:: csharp
 
 
-    public class Mob : CharacterBody3D
+    using Godot;
+
+    public partial class Mob : CharacterBody3D
     {
     {
         // Minimum speed of the mob in meters per second
         // Minimum speed of the mob in meters per second
         [Export]
         [Export]

+ 6 - 2
getting_started/first_3d_game/05.spawning_mobs.rst

@@ -175,7 +175,9 @@ always spawn following the same sequence.
 
 
  .. code-tab:: csharp
  .. code-tab:: csharp
 
 
-    public class Main : Node
+    using Godot;
+
+    public partial class Main : Node
     {
     {
         // Don't forget to rebuild the project so the editor knows about the new export variable.
         // Don't forget to rebuild the project so the editor knows about the new export variable.
 
 
@@ -312,7 +314,9 @@ Here is the complete ``Main.gd`` script so far, for reference.
 
 
  .. code-tab:: csharp
  .. code-tab:: csharp
 
 
-    public class Main : Node
+    using Godot;
+
+    public partial class Main : Node
     {
     {
     #pragma warning disable 649
     #pragma warning disable 649
         [Export]
         [Export]

+ 9 - 3
getting_started/first_3d_game/07.killing_player.rst

@@ -191,7 +191,9 @@ Starting with ``Main.gd``.
         $MobTimer.stop()
         $MobTimer.stop()
  .. code-tab:: csharp
  .. code-tab:: csharp
 
 
-    public class Main : Node
+    using Godot;
+
+    public partial class Main : Node
     {
     {
     #pragma warning disable 649
     #pragma warning disable 649
         [Export]
         [Export]
@@ -271,7 +273,9 @@ Next is ``Mob.gd``.
         queue_free() # Destroy this node
         queue_free() # Destroy this node
  .. code-tab:: csharp
  .. code-tab:: csharp
 
 
-    public class Mob : CharacterBody3D
+    using Godot;
+
+    public partial class Mob : CharacterBody3D
     {
     {
         // Emitted when the played jumped on the mob.
         // Emitted when the played jumped on the mob.
         [Signal]
         [Signal]
@@ -399,7 +403,9 @@ Finally, the longest script, ``Player.gd``:
         die()
         die()
  .. code-tab:: csharp
  .. code-tab:: csharp
 
 
-    public class Player : CharacterBody3D
+    using Godot;
+
+    public partial class Player : CharacterBody3D
     {
     {
         // Emitted when the player was hit by a mob.
         // Emitted when the player was hit by a mob.
         [Signal]
         [Signal]

+ 6 - 2
getting_started/first_3d_game/08.score_and_replay.rst

@@ -96,7 +96,9 @@ the ``score`` variable.
 
 
  .. code-tab:: csharp
  .. code-tab:: csharp
 
 
-    public class ScoreLabel : Label
+    using Godot;
+
+    public partial class ScoreLabel : Label
     {
     {
         private int _score = 0;
         private int _score = 0;
     }
     }
@@ -413,7 +415,9 @@ Here is the complete ``Main.gd`` script for reference.
             get_tree().reload_current_scene()
             get_tree().reload_current_scene()
  .. code-tab:: csharp
  .. code-tab:: csharp
 
 
-    public class Main : Node
+    using Godot;
+
+    public partial class Main : Node
     {
     {
     #pragma warning disable 649
     #pragma warning disable 649
         [Export]
         [Export]

+ 6 - 2
getting_started/first_3d_game/09.adding_animations.rst

@@ -380,7 +380,9 @@ Here's the *Player* script.
         die()
         die()
  .. code-tab:: csharp
  .. code-tab:: csharp
 
 
-    public class Player : CharacterBody3D
+    using Godot;
+
+    public partial class Player : CharacterBody3D
     {
     {
         // Emitted when the player was hit by a mob.
         // Emitted when the player was hit by a mob.
         [Signal]
         [Signal]
@@ -520,7 +522,9 @@ And the *Mob*'s script.
         queue_free() # Destroy this node
         queue_free() # Destroy this node
  .. code-tab:: csharp
  .. code-tab:: csharp
 
 
-    public class Mob : CharacterBody3D
+    using Godot;
+
+    public partial class Mob : CharacterBody3D
     {
     {
         // Emitted when the played jumped on the mob.
         // Emitted when the played jumped on the mob.
         [Signal]
         [Signal]