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Merge pull request godotengine#7651 from raulsntos/dotnet/fix-instancing-with-signals
2 parents 9268e36 + d9e8887 commit 86eac28

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tutorials/scripting/instancing_with_signals.rst

Lines changed: 8 additions & 8 deletions
Original file line numberDiff line numberDiff line change
@@ -41,7 +41,7 @@ given velocity:
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public partial class Bullet : Area2D
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{
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Vector2 Velocity = new Vector2();
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public Vector2 Velocity { get; set; } = Vector2.Zero;
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public override void _PhysicsProcess(double delta)
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{
@@ -111,7 +111,7 @@ Here is the code for the player using signals to emit the bullet:
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public partial class Player : Sprite2D
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{
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[Signal]
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delegate void ShootEventHandler(PackedScene bullet, Vector2 direction, Vector2 location);
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public delegate void ShootEventHandler(PackedScene bullet, float direction, Vector2 location);
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private PackedScene _bullet = GD.Load<PackedScene>("res://bullet.tscn");
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@@ -147,13 +147,13 @@ In the main scene, we then connect the player's signal (it will appear in the
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.. code-tab:: csharp
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public void OnPlayerShoot(PackedScene bullet, Vector2 direction, Vector2 location)
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private void OnPlayerShoot(PackedScene bullet, float direction, Vector2 location)
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{
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var bulletInstance = (Bullet)bullet.Instantiate();
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AddChild(bulletInstance);
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bulletInstance.Rotation = direction;
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bulletInstance.Position = location;
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bulletInstance.Velocity = bulletInstance.Velocity.Rotated(direction);
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var spawnedBullet = bullet.Instantiate<Bullet>();
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AddChild(spawnedBullet);
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spawnedBullet.Rotation = direction;
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spawnedBullet.Position = location;
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spawnedBullet.Velocity = spawnedBullet.Velocity.Rotated(direction);
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}
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Now the bullets will maintain their own movement independent of the player's

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