仅供参考 usingGodot;usingliu102401.Utils;usingNewtonsoft.Json;usingNewtonsoft.Json.Linq;usingNUnit.Framework;usingNUnit.Framework.Interfaces;usingNUnit.Framework.Internal;usingPeaky.Coroutines;usingSystem;usingSystem.Collections;usingSystem.Collections.Generic;usingSystem.IO;usingSystem.Linq;usingSystem.Reflectio...
private string GetStateName(State state) => state == State.IDLE? "<START>" : state.ToString(); public void TransitionState(State from, State to) { // 使用Godot引擎API获取物理帧数 int physicsFrames = (int)Engine.GetPhysicsFrames(); //GD.Print($"[{Time.GetTicksMsec()}] {physicsFra...
outvarr_has_cs_script_instance);if(intPtr!=IntPtr.Zero)return(GodotObject)GCHandle.FromIntPtr(intPtr).Target;if(r_has_cs_script_instance.ToBool())returnnull;int
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...
return bytes_to_var(packet)func send(message)->int:if typeof(message)==TYPE_STRING:return socket.send_text(message);return socket.send(var_to_bytes(message))func connect_to_url(url)->int:var error=socket.connect_to_url(url);if error!=OK:return error;last_state=socket.get_ready_state(...
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");...
{key="value",other_key=2}vartyped_var:intvarinferred_type:="String"# Constants 常量constANSWER=42constTHE_NAME="Charly"# Enums 枚举enum{UNIT_NEUTRAL,UNIT_ENEMY,UNIT_ALLY}enumNamed{THING_1,THING_2,ANOTHER_THING=-1}# Functions 函数funcsome_function(param1,param2,param3):constlocal_const=...
Update bindings to 4.4.dev2 by @Repiteo in #1593 Updated all variable names to use GODOT_ prefix by @enetheru in #1583 Implement typed dictionaries by @Repiteo in #1162 [SCons] Enable WASM_BIGINT in web builds by @Faless in #1603 Update .gitignore to add .idea for the Jetbrains CL...
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(): ...
_err_print_error(const char * p_function, const char * p_file, int p_line, const char * p_error, const String & p_message, bool p_editor_notify, ErrorHandlerType p_type) Line 138 (godot4_fork\core\error\error_macros.cpp:138) godot.windows.editor.dev.x86_64.exe!RenderingDevice::...