## @return返回物品的ID名称funcadd_item(item:Dictionary,custom_attribute:Dictionary={})->String:ifnot custom_attribute.empty():forkeyincustom_attribute:item[key]=custom_attribute[key]return__item_data__.add_data(item)## 添加多个物品 ## @return返回添加的物品的ID列表funcadd_items(item_list:Ar...
elif menu_data is Array:foriteminmenu_data:add_menu(item,popup,parent_label)# Stringelse:# 添加子菜单create_menu(parent_label,popup)# 添加菜单项varsub_popup:=get_popup_menu(parent_label)varlabel:String=str(menu_data)ifnot label.begins_with("-"):popup_item_path_map[idx]=parent_label+"...
如下代码所示,在类 Inventory中有add方法中reference:Item表示参数reference是Item类型,amount : int表示参数amount是int类型 """in Item.gd"""class_nameItem"""in Inventory.gd"""class_nameInventoryfunc add(reference:Item,amount:int=1):varitem=find_item(reference)ifnotitem:item=_instance_item_from_db(...
update the child control if not dual.item_rect_changed.is_connected(_invalidate_container): dual.item_rect_changed.connect(_invalidate_container) dual.set_meta("__dual_of", control) control_by_dual[dual] = control dual_by_control[control] = dual target_container.add_child(dual) #dual.owner...
Sorry, I am brand new swift and IOS development but I have a table view with each element in the table view I can tap on the item to go to my edit screen which determines the information in the table ... Path not visible under UIGraphicsBeginImageContextWithOptions - SpriteKit ...
Changed: getItemsByID() now takes one argument, counts the elements in the passed array instead Changed: getItemsWithPrices() no longer requires any arguments passed to it Changed: in-editor docs have been updated Fixed: getResultItems() now returns all item data Fixed: missing DEFVAL for ...
Viewport 的属性 Viewport.canvas_transform 属性,改变这个属性可以用于改变其内部所有 canvasItem 节点在屏幕上的位置。Camera2D 正是运用这个特性来调整屏幕。 但是注意,想达成像是滚动等效果,比起调整屏幕,调整 canvas 的 transform 性能上更加高效。 1.2 CanvasLayers ...
vard={}# Create an empty Dictionary.d.waiting=14# Add String "waiting" as a key and assign the value 14 to it.d[4]="hello"# Add integer 4 as a key and assign the String "hello" as its value.d["Godot"]=3.01# Add String "Godot" as a key and assign the value 3.01 to it....
=nullandtype==TYPE_OBJECTandhint_string==&"Collectables":varpe=EditorProperty.new()varmb=MenuButton.new()mb.text=Collectables.collectables[0]#<-- crashforninlen(Collectables.collectables):mb.get_popup().add_item(Collectables.collectables[n],n)pe.add_child(mb)add_property_editor(name,pe)return...
Copy the addons directory to any project you would like to use them in Open Project Settings and go to the Plugins tab. Find thegodot-nextplugin and select "Active" from the dropdown on the right-hand side. You should now be able to create each new type of node in your project!