func_process(delta):varwalk_speed=speed*deltamove_to_path(walk_speed)funcmove_to_path(walk_speed):varlast_point=$icon.positionwhilepath.size():vardistance_between_points=last_point.distance_to(path[0])ifdistance_between_points>=2:$icon.position=last_point.linear_interpolate(path[0],walk_spee...
Returns the linear interpolation between this color's components and [param to]'s components. The interpolation factor [param weight] should be between 0.0 and 1.0 (inclusive). See also [method @GlobalScope.lerp]. Returns the linear interpolation between this color's components and [param to]'...
那么来到_ready函数,首先,计算出 duration 值,并调用 interpolate_property() 函数和start()函数: func _ready(): var duration = move_to.length() / speed tween.interpolate_property(platform, "position", Vector2.ZERO, move_to, duration, Tween.TRANS_LINEAR, Tween.EASE_IN_OUT, delay) tween.start(...
关于lerp函数 lerp 双名linear interpolate(线性插值…阅读全文 赞同6 添加评论 分享收藏 [认识节点]RigidBody2D:更合理的物理碰撞表现-Godot3-2D教程 默认情况下, RigidBody2D 的碰撞表现总是让人有点摸不着头脑。一入既往先看图: 好好的一个钢体被踩成这样,相信大家都一脸问号。这其实...
When "Keep 3D Linear" is enabled, colors are no longer clamped to [0, 1] when using Linear tonemapping. This allows rendering HDR values in floating-point texture targets for further processing or saving HDR data into files. The lightmap baker now calculates lightmap sizes dynamically based...
"# 长字符串varspeed=0.02# 单个字符显示所需时间vartime=speed*txt.length()# 根据字数动态调整动画时间$dialogbox/RichTextLabel.bbcode_text=txt$dialogbox/RichTextLabel.percent_visible=0$dialogbox/Tween.interpolate_property($dialogbox/RichTextLabel,"percent_visible",0,1,time,Tween.TRANS_LINEAR,Tween....
When "Keep 3D Linear" is enabled, colors are no longer clamped to [0, 1] when using Linear tonemapping. This allows rendering HDR values in floating-point texture targets for further processing or saving HDR data into files. The lightmap baker now calculates lightmap sizes dynamically based...
[facing]).is_colliding():returnfacing=dir can_move=false$AnimationPlayer.play(facing)$MoveTween.interpolate_property(self,"position",position,position+moves[facing]*tile_size,0.6,Tween.TRANS_LINEAR,Tween.EASE_IN_OUT)$MoveTween.start()returntruefunc _on_MoveTween_tween_completed(object,key):can_...
Linear and Spring: All In Order, Spring @ end, is same for all types: All In Order, Elastic shoots off 300 pixels past edge before Spring hardly gets started: And here is the code: old: private float spring(float start, float end, float value) { value = Mathf.Clamp01(value); value...
func_process(delta):varwalk_speed=speed*deltamove_to_path(walk_speed)funcmove_to_path(walk_speed):varlast_point=$icon.positionwhilepath.size():vardistance_between_points=last_point.distance_to(path[0])ifdistance_between_points>=2:$icon.position=last_point.linear_interpolate(path[0],walk_spee...