将Frame先调整为0,然后点击其后方的钥匙添加关键帧,因为有4帧,所以需要添加4次 调整右下角每帧间隔为0.1秒,整体如下图 着陆(添加同上) 状态机脚本 新建脚本命名为StateMachine.gd并保存在新建的classes文件夹内 在脚本中添加类名为StateMachine 在Player场景中添加刚才创建好的StatMachine节点 ...
说说这节的大坑 在Game脚本中的ChangeScene方法中,如果按照原视频教程中的再等待一帖渲染process_frame这个方法,在C#版不会有任何反映,必须在之前加上await ToSignal(GetTree(), "tree_changed");这个方法,才能让Game找到entryPoints的位置。需要注意。 项目结构: Player.cs using System.Collections.Generic; using ...
ev.button_index=MOUSE_BUTTON_LEFTrelease_ev.button_mask=MOUSE_BUTTON_MASK_LEFTrelease_ev.position=vector2print("input - parsing release")Input.parse_input_event(release_ev)funcwait_idle_frames(n):foriinrange(n):awaitget_tree().process_framefuncprepare_popup_button(popup_button):popup_button.t...
For example, a character in a game can be in an idle state (standing still), a running state, or a jumping state. With a state machine, you can ensure that only one of these states is active at any given time, and only the code for that state is executed every frame. There are ...
<member name="debug/gdscript/warnings/redundant_await" type="int" setter="" getter="" default="1"> When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a function that is not a coroutine is called with await. </member> ...
await ToSignal(GetTree(), "process_frame"); callable.CallDeferred(); } // 确保场景树更新完成(#4.2开始) await ToSignal(GetTree(), "tree_changed"); // 再等待一帧渲染(#4.2以前) // await ToSignal(GetTree(), "process_frame"); ...
将Frame先调整为0,然后点击其后方的钥匙添加关键帧,因为有4帧,所以需要添加4次 调整右下角每帧间隔为0.1秒,整体如下图 着陆(添加同上) 状态机脚本 新建脚本命名为StateMachine.gd并保存在新建的classes文件夹内 在脚本中添加类名为StateMachine 在Player场景中添加刚才创建好的StatMachine节点 ...
<member name="debug/gdscript/warnings/redundant_await" type="int" setter="" getter="" default="1"> When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a function that is not a coroutine is called with await. </member> ...
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在Game脚本中的ChangeScene方法中,如果按照原视频教程中的再等待一帖渲染process_frame这个方法,在C#版不会有任何反映,必须在之前加上await ToSignal(GetTree(), "tree_changed");这个方法,才能让Game找到entryPoints的位置。需要注意。 项目结构: Player.cs ...