资源加载主要使用的是ResourceLoader类,load_threaded_request(next_scene)方法用于加载资源,返回的ERROR类型的结果,godot3可能还需要根据这个类型的结果判断下一步是否行动,godot4不需要,使用load_threaded_get_status(next_scene, progressBar_value)方法可以直接获取load_threaded_request当前处于什么加载状态和加载进度,返...
namespace BraveStory { public partial class Game : Node { public static Game Instance { get; private set; } public Stats playerStats; public override void _Ready() { Instance = this; playerStats = GetNode<Stats>("PlayerStats"); } public async void ChangeScene(string path, string entryPoin...
在上面的代码中,switch_to_scene函数接受一个场景路径作为参数,然后卸载当前场景,加载并实例化新场景,最后将其添加到根节点并设置为当前场景。 4. 实现场景之间的切换功能,包括淡入淡出等过渡效果 要实现淡入淡出等过渡效果,你可以使用AnimationPlayer节点来控制场景切换时的动画。以下是一个示例,展示了如何在场景切换时...
因此,在MainScene中,右键点击父节点创建一个新的子节点Camera2D。 勾选Current,摄像机将被激活 移动摄像机覆盖整个关卡 接着在摄像机节点添加一个新脚本CameraController。 首先,需要创建一个变量来存储player的引用,get_node会根据指定的路径来搜索节点。 onready var player = get_node("/root/MainScene/Player")...
"scene/resources/resource_format_text.cpp:1387 - Circular reference to resource being saved found: 'res://src/Resources/States/???.tres' will be null next time it's loaded." 哪来的循环引用呢?熟悉游戏结构你就会感觉到这是很显然的:在我的游戏中有很多 Resource 资源类,比如Action/Decision/State...
#42719 commented on Mar 27, 2025 • 0 new comments Scenes saved by `PackedScene.pack()` and `ResourceSaver.save()` can cause "Signal 'foo' is already connected" error on instantiation. #103453 commented on Mar 26, 2025 • 0 new comments Collision is not detected the very first...
state_node.finished.connect(_transition_to_next_state)# State machines usually access data from the root node of the scene they're part of: the owner.# We wait for the owner to be ready to guarantee all the data and nodes the states may need are available.await owner.ready ...
const MAX_PLAYERS := 4 const GAME_SCENE := 'res://World/Game.tscn' const COLORS := [Color('#B0BEC5'), Color('#8D6E63'), Color('#FFAB91'), ...] # 省略 # 基本属性:联网id,名字,颜色,其他玩家的相关信息等 var myId := -1 ...
using Godot.Collections; namespace BraveStory { public partial class Cave : World { public async void _on_boar_2_died() { await ToSignal(GetTree().CreateTimer(1), Timer.SignalName.Timeout); GD.Print("Clear"); Game.Instance.ChangeScene("res://UI/game_end_screen.tscn", new Dictionary...
4.在Godot日志中可以拿到正常消息,在Exception中可以拿到错误消息 5.持久化日志到json文件,启动时加载,可以显示上一次测试的结果 日志文件路径:C:\Users\liu102401\AppData\Roaming\Godot\app_userdata\项目名称\logs 最终效果 ui是自制的 部分代码 仅供参考 ...