1 2 3 4 var account : NakamaAPI.ApiAccount = await client.get_account_async(session) var wallet = JSON.parse_string(account.wallet) for currency in wallet Print("%s, %s" % [currency, wallet[currency].string(int from)]) Updating wallets Wallets can only be updated on the server. ...
godot_variant update_label(godot_object *p_instance, void *p_method_data, void *p_user_data, int p_num_args, godot_variant **p_args){godot_variant gvNode;api->godot_variant_new_copy(&gvNode, p_args[0]);godot_string funcNameInGd = api->godot_string_chars_to_utf8("set_text");...
ManagedCallbacks *, const void **, int32_t); godot_plugins_initialize_fn initialize_hostfxr_and_godot_plugins(bool &r_runtime_initialized) { godot_plugins_initialize_fn godot_plugins_initialize = nullptr; HostFxrCharString godot_plugins_path = str_to_hostfxr( GodotSharpDirs::get_api_assemblies...
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Load<PackedScene>("res://Path/To/MyScene.tscn"); public static MyScene Instantiate(string myArg1, int myArg2) { var scene = __Scene__.Instantiate<MyScene>(); scene.Initialise(myArg1, myArg2); return scene; } private Test3Arg() {}...
func _onNewPlayerConnected(id : int) -> void: if isGameStarted: return # 通过 rpc_id 将自己的信息远程发送给对方 self.rpc_id(id, '_addMyNameToList', myName, myColor) #仅【服务端】处理游戏准备事件、分配颜色 if self.get_tree().is_network_server(): ...
();}publicboolIsPassed(){returnUnitTestMethods.Find((m)=>!m.Passed)==null;}publicboolHasError(){returnUnitTestMethods.Find((m)=>m.ErrorMessage!=null)!=null;}}publicpartialclassUnitTestTool:Node2D{publicList<UnitTestClass>Classes{get;set;}publicGodot.FileAccessFile{get;set;}publicstaticstring...
var remainder:int = value % charsLen;#余数 result = charArr[remainder] + result; value = floor( value * 1.0 / charsLen );#为了不显示警告乘个1.0 pass return result; ##36进制转10进制 func b36_to_int(value:String)->int: var result:int = 0; ...
{if(unmanaged==IntPtr.Zero)returnnull;IntPtrintPtr=NativeFuncs.godotsharp_internal_unmanaged_get_script_instance_managed(unmanaged,outvarr_has_cs_script_instance);if(intPtr!=IntPtr.Zero)return(GodotObject)GCHandle.FromIntPtr(intPtr).Target;if(r_has_cs_script_instance.ToBool())returnnull;int...
funcset_state(new_state:int)->void:# ...ifstate==States.IDLE: animation_player.play("idle")elifstate==States.RUNNING: animation_player.play("run")elifstate==States.JUMPING: animation_player.play("jump")# ... Woohoo! You now have a simple finite state machine that you can use to manag...