class_name AbstractAction,'res://assets/icons/action-icon.svg'export var debugDrawColor:=Color.black# 颜色显示,Debug用export var resourceName:='Action'# 名字,Debug用# 动作的行为方法,每帧都会调用func act(controller:StateController)->void:pass Decision 父类代码: extends Resource class_name Abstract...
# A file is a class!# 文件即类!# (optional 可选) icon to show in the editor dialogs 设置脚本在编辑器中的图标:@icon("res://path/to/optional/icon.svg")# (optional 可选) class definition 类型属性定义:class_nameMyClass# Inheritance 继承:extendsBaseClass# Member variables 类成员vara=5vars...
class_name AbstractDecision, 'res://assets/icons/decision-icon.svg' export var debugDrawColor := Color.white # 颜色显示,Debug用 export var resourceName := 'Decision' # 名字,Debug用 # 决定的方法,包装在 Transition 中,每帧都会调用 # 返回结果决定了切换到的状态 func decide(controller : StateCon...
Class)] public sealed class CustomNodeAttribute : Attribute { /// /// 节点显示名称 /// public string Name { get; } /// /// 节点基础类型,既Godot自带的节点类型 /// public Type Base { get; } /// /// 类父路径,默认 res://CustomNode/ /// public string Path { get; } ...
Theclass referenceis also accessible from the Godot editor. We also maintain official demos in their ownGitHub repositoryas well as a list ofawesome Godot community resources. There are also a number of otherlearning resourcesprovided by the community, such as text and video tutorials, demos, etc...
extends Reference class_name Move ## 调用的move方法,引用这个方法 var move : FuncRef ## 移动方向 var direction := Vector2(0,0) ## 操控的宿主 var host : Node #=== # 内置方法 #=== ## 构造方法(new 对象时传入的参数) ## @h:操控的对象 ## @move_method:操控的move的方法 func _init...
Change `StringName.operator const void *` to `explicit operator bool`. #101291 opened Jan 8, 2025 Add SkyMaterial base class #101292 opened Jan 8, 2025 Remove implicit conversions from `String`, `Char16String` and `CharString` to data pointers. #101293 opened Jan 8, 2025 Remove...
class_name CustomResource,'res://CustomResource/custom_icon.svg'# 资源也可以定义普通的属性export var variable1:=''export var variable2:=0# ...# 资源也可以定义一些方法func printInfo()->void:# ... 在上面新建的代码中我们声明了资源的类名(CustomResource)以及资源的图标(res://CustomResource/cus...
要新建一种节点类型,通过class_EditorPlugin类的add_custom_type() <class_EditorPlugin_add_custom_type>函数。该函数能给编辑器添加新的类型,可以是节点或资源。不过在创建类型之前,你需要一个脚本用于承载其逻辑。这种脚本不需要用tool关键词来修饰,仅仅是让...
Add GDExtension function to get Object class name [22] gdextension_object_get_class_name加上了个函数 Fix error in BaseMaterial3D when running doctool [23] 把material置脏 Fix Window derived nodes being unselectable for ViewportTexture NodePath[24] Viewport 打成了subviewport Avoid error spam on ...