CreateFrom<string>(callRet); return true; } if (method == MethodName._Ready && args.Count == 0) { _Ready(); ret = default; return true; } if (method == MethodName._Process && args.Count == 1) { _Process(global::Godot.NativeInterop.VariantUtils.ConvertTo<double>(args[0])); ...
这里有两个备选方案,分为是“call”函数和funcref()助手。 1. instance.call("funcname",args) # call a function by bane # 调用一个函数 2. 3. var fr = funcref(instance,"funcname") #create a function ref # 创建一个函数ref 4. fr.exec(args) 1. 2. 3. 4. 复制代码...
pub(crate) rust_function: F, pub(crate) name: GodotString, pub(crate) name: GString, } /// Represents a custom callable object defined in Rust. @@ -439,7 +439,7 @@ mod custom_callable { r_out: sys::GDExtensionStringPtr, ) { let c: &T = CallableUserdata::inner_from_raw(call...
if(ptr==IntPtr.Zero)thrownewArgumentNullException("ptr");// 这会调用另一个函数,这个函数用于执行函数指针指向的函数// 并通过指针的方式将非托管的结果放入 godot_refNativeFuncs.godotsharp_method_bind_ptrcall(method,ptr,null,&godot_ref);// 这是用于对超过 C#/C++ 边界的托管对象进行引用迁移的某些...
function animateStatusIndeterminate(ms) { const i = Math.floor((ms / INDETERMINATE_STATUS_STEP_MS) % 8); if (statusIndeterminate.children[i].style.borderTopColor === '') { Array.prototype.slice.call(statusIndeterminate.children).forEach((child) => { ...
Here is an example of how to curry a simple math function with 3 inputs. varsum_all=func(x, y, z):returnx+y+zvarcurry=func(f):returnfunc(x):returnfunc(y):returnfunc(z):returnf.call(x, y, z)varcurried_sum=curry.call(sum_all)varpartial_sum_x=curried_sum.call(1)varpartial_su...
The last example would call this function in the attack state: func _state_enter(some_characters: Array): ... call(method: String, args = null) call a function on the current state (if exists) StateMachine.call("some_method") StateMachine.call("some_method", my_argument) StateMachine.cal...
{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=...
但简而言之,它创建了一个像这样的静态函数,Godot 称之为 “ptrcall” 形式: // 并不是真的这么实现,只是一个方便给你思路的尽可能简化的结果 static void my_function_ptrcall(void *instance, void **arguments, void *ret_value) { MyClass *c = (MyClass*)instance; Vector3 *ret = (Vector3*)re...
static void my_function_ptrcall(void *instance, void **arguments, void *ret_value) { MyClass *c = (MyClass*)instance; Vector3 *ret = (Vector3*)ret_value; *ret = c->my_method( *(Vector3*)arguments[0] ); } 这个包装器基本上是尽可能高效的。事实上,对于关键功能,内联被强制放入类方...