funcinit_menu(data:Dictionary):call_deferred("add_menu",data)## 添加菜单项 funcadd_menu(menu_data,popup:PopupMenu=null,parent_label:String=""):idx+=1ifpopup!=null:# Dictionaryifmenu_data is Dictionary:forkeyinmenu_data:add_menu(menu_data[key],popup,parent_label.plus_file(key))# Array...
# 则调用 add_data 对数据进行追加 # 否则调用 new_data 添加为新的数据staticfuncget_earse_key()->Array:return['name','count','id']# 添加的数据时,对新添加的数据的操作staticfuncnew_data(data:Dictionary,id:String)->void:ifnot data.has("count"):data['count']=1data['id']=id # 对追加...
Add temporary pivot for rotating multiple 2D nodes (GH-58375). Reorganize some code to have 2D things grouped together (GH-66744). Add option to toggle visibility of Position gizmos in 2D editor, organize existing options (GH-75005). Changed the way the rotation of a curve at a point is...
Changed the way the rotation of a curve at a point is evaluated to match PathFollow2D (GH-78378). Organize 2D audio, camera, and physics in Viewport (GH-79183). Extend minimum/maximum zoom level of TextureRegion editor (GH-79436). Add tooltips for tile source types (GH-79918). Add Tex...
@export var my_dictionary: Dictionary (note: Dictionary in GDscript cannot be type declared, this must be done in the inspector) Step 2: In the inspector set the type and for key and value. Step 3: Assign the values eg. "My Key": 1 Step 4: Press the Add Key/Value Pair button. ...
By selectingCHARandSYMBOLS_TEXTin the exported dictionary from the inspector, and then callingprint(self.Get_TextMode())the result is indeed what I expected: {CHAR:True, NUMBER:False, SYMBOLS_ALL:False, SYMBOLS_TEXT:True} I still can't figure out though how to achieve thi...
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....
Added: new UGC functions removeContentDescriptor(), addContentDescriptor(), and getQueryUGCContentDescriptors() Added: new signal filter_text_dictionary_changed Changed: getAuthSessionTicket() now uses networking identities Changed: gamepad_text_input_dismissed now passes back the app ID Changed: Steam...
add_child(n)# n.free() PackedScene类型表示保存在资源里面的节点,它的instantiate方法可以把这些节点实例化出来,这个方法的返回值是那堆节点的根节点,上面例子中根节点是个 Sprite2D。 API 获取输入 Unity 最近引入了InputSystem,不过 Godot 的输入系统更类似 Unity 的传统输入。
^Allow up to INT32_MAX max size in Array/Dictionary editor https://github.com/godotengine/godot/pull/77225 ^Add scrolling to overwrite dialog https://github.com/godotengine/godot/pull/77179 ^Conditionally free GI and FOG resources, they may not have been created https://github.com/godotengi...