mitm001 5 년 전
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+ 1 - 1
docs/modules/core/pages/input/combo_moves.adoc

@@ -27,7 +27,7 @@ Copy the two classes ComboMoveExecution.java and ComboMove.java into your applic
 
 == Create Input Triggers
 
-First you xref:input/input_handling.adoc.adoc[define your game's inputs] as you usually do: Implement the com.jme3.input.controls.ActionListener interface for your class, and add triggers mappings such as com.jme3.input.controls.KeyTrigger and com.jme3.input.KeyInput.
+First you xref:input/input_handling.adoc[define your game's inputs] as you usually do: Implement the com.jme3.input.controls.ActionListener interface for your class, and add triggers mappings such as com.jme3.input.controls.KeyTrigger and com.jme3.input.KeyInput.
 
 For example:
 

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docs/modules/core/pages/input/mouse_picking.adoc

@@ -8,7 +8,7 @@ Mouse picking means that the user clicks an object in the scene to select it, or
 
 image:input/mouse-picking.png[mouse-picking.png,width="",height=""]
 
-See xref:input/input_handling.adoc.adoc[Input Handling] for details on how to define the necessary input triggers, input mappings, and input listeners.
+See xref:input/input_handling.adoc[Input Handling] for details on how to define the necessary input triggers, input mappings, and input listeners.
 
 
 == Pick a Target Using Fixed Crosshairs

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docs/modules/core/pages/renderer/making_the_camera_follow_a_character.adoc

@@ -10,7 +10,7 @@ There are two ways how the camera can do that:
 *  Registering a chase camera to the player and the input manager.
 *  Attaching the camera to the character using a camera node.
 
-*Important:* Using third-person view requires you to deactivate the default flyCam (first-person view). This means that you have to configure your own navigation (xref:input/input_handling.adoc.adoc[key inputs and analogListener]) that make your player character walk. For moving a physical player character, use `player.setWalkDirection()`, for a non-physical character you can use `player.move()`.
+*Important:* Using third-person view requires you to deactivate the default flyCam (first-person view). This means that you have to configure your own navigation (xref:input/input_handling.adoc[key inputs and analogListener]) that make your player character walk. For moving a physical player character, use `player.setWalkDirection()`, for a non-physical character you can use `player.move()`.
 
 
 == Code Samples

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docs/modules/physics/pages/control/vehicles.adoc

@@ -204,7 +204,7 @@ Not shown here is that we also created a Material `mat`.
 
 == Steering the Vehicle
 
-Not shown here is the standard way how we map the input keys to actions (see full code sample). Also refer to xref:core:input/input_handling.adoc.adoc[Input Handling]).
+Not shown here is the standard way how we map the input keys to actions (see full code sample). Also refer to xref:core:input/input_handling.adoc[Input Handling]).
 
 In the ActionListener, we implement the actions that control the vehicle's direction and speed. For the four directions (accelerate=up, brake=down, left, right), we specify how we want the vehicle to move.