func _checkTransitions(controller : StateController) -> void: for transition in transitions: var decisionSucceeded : bool = transition.decision.decide(controller) if decisionSucceeded: var trueState = transition.trueState if trueState == null: # 如果置空则动态加载一次 trueState = load(transition.t...
# 伤害最大范围 onready var damageRange : float = $CollisionShape2D.shape.radius func _on_Explosion_body_entered(body: Node) -> void: if body.has_method('damaged'): var vector : Vector2 = body.global_position - self.global_position # 指数系数 var ratio : float = 1.0 - pow(vector....
")varlocal_var=param1+3returnlocal_var# Functions override functions with the same name on the base/super class# If you still want to call them, use "super":funcsomething(p1,p2):super(p1,p2)# It's also possible to call another function in the super class:funcother_something(p1,p2):...
If not, go to Project > Project Settings > Autoload, and add ECS pointing to res://addons/gecs/ecs.gd. Getting Started Basic Concepts Each class has a full set of in-editor Godot documentation. Check there as well! Before diving into the usage of the GECS addon, it's important to ...
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Remove the configuration item 'godot-tools.check_config' as it has no … 5年前 tsconfig.json Improve native documentation webview renderer 6年前 tslint.json Set up continuous integration using GitHub Actions (#197) 5年前 README MIT Godot Tools ...
ifentity.has_method("provide_power"): entity.provide_power(10.0) This approach is fast to implement and can work well for small projects. But as your game grows, it has three drawbacks. First, when someone who is not familiar with your system wants to create a new machine, they have to...
[GodotQ&A] Check if script of a node has variable 36. 为什么游戏总是会对手柄输入进行响应,即使窗口已经失去焦点?有什么办法能控制是否屏蔽这种行为么? 取决于OS的处理,通常OS总是会把手柄响应发给程序,而键盘输入则不同。 如下方法可以获知焦点状况。
For that, Godot provides the staticGeometryclass.Geometryhas a list of functions to get information about and manipulate shapes in 2D and 3D. You can find what you need for most geometry purposes there. # Fast: Check if a point is inside a polygonvaris_in_rect=Geometry.is_point_in_polygon...
if body.has_method('damaged'): var vector : Vector2 = body.global_position - self.global_position # 指数系数 var ratio : float = 1.0 - pow(vector.length() / damageRange, 0.6) # 伤害和冲击力 var damage := ceil(maxDamage * ratio) ...