镜头移动在游戏开发中非常重要。因此,在这篇 Godot 4 教程中,我想解释有关 Camera2D 节点的所有知识。从如何使用它、它是什么、我们可以创建的相机效果,以及如何按照您的想象在游戏中实现它。该视频应该可以让您更深入地了解 Godot 中的相机节点。项目源码:https://devw
private Camera2D camera2d; public override void _Ready() { tileMapLayer = GetNode<TileMapLayer>("TileMapLayer"); player = GetNode<Player>("Player"); camera2d = player.GetNode<Camera2D>("Camera2D"); Rect2I used = tileMapLayer.GetUsedRect().Grow(-1); Vector2I tileSize = tileMapLa...
namespace BraveStory { public partial class World : Node2D { private TileMap tileMap; private Player player; private Camera2D camera2d; public override void _Ready() { tileMap = GetNode<TileMap>("TileMap"); player = GetNode<Player>("Player"); camera2d = player.GetNode<Camera2D>("Came...
// GetTree().ReloadCurrentScene(); } //这个类只改了这一处 World.cs public void UpdatePlayer(Vector2 pos, Direction direction) { player.GlobalPosition = pos; player.fallFromY = pos.Y; player.Direction = direction; camera2d.ResetSmoothing(); camera2d.ForceUpdateScroll();//4.2开始 } //这...
[ExportGroup("相机数据")]privateCameraExData3DcameraData;[Export]publicstringCurrentDataName{get;privateset;}="默认";[Export]privateDictionary<string,CameraExData3D>cameraDataDict;privateboolisInitialized;[Export]publicboolisSmoothMove=true;[Export]publicfloatsmoothMoveSpeed=15f;publicoverridevoid_Ready()...
Godot4不作为节点 而是通过节点的 CreateTween()方法进行创建 并且是一次性的,所以我在代码中每一次异步方法中都进行创建 增加了中断过渡的事件 每一次切换都会判断是否在进行相机移动,如果是则进行中断并改变目标继续移动 实现代码 相机接口 publicinterfaceICamera:IState{Transform3D CameraGlobalTransform{get;set;}publi...
The Godex will guide you through creating player and camera controls, level completion, and scene changes using scripts and signals. In the same amount of time as watching a feature film, you'll gain the knowledge to create your own games. ...
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parameters.to = origin + camera.project_ray_normal(viewport_center) * 1000 var result = get_world_3d().direct_space_state.intersect_ray(parameters) 一些游戏可能需要“从屏幕上点到场景中”,比如点击选中,或者各种类型游戏中的点击移动到指针位置,都没那么特殊,所以需要更通用的写法。但是我们这里足够特殊...
publicfloatInitDistance=1f;//初始距离//是否暂停publicboolIsPause{get;set;}//是否暂停publicoverridevoid_Ready(){Arm3D=this.InitNode<SpringArm3D>();Camera3D=Arm3D.InitNode<Camera3D>();Camera3D.Current=false;Actionact=null;act=()=>{OnInit?.Invoke(this);Camera3D.TreeEntered-=act;};Camera3D....