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...
")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):...
# 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....
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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 ...
New Features in Godot 3.1is a good overview of the tools provided by Godot 3.1. It might just get you unstuck if you don’t know what the 3.1 version has to offer Godot recipessite pulls together a series of essential code recipes. It starts at the very basics and moves on to math,...
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) ...
[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。
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 ...
if not animation_frame_events.has(frame_num): animation_frame_events[frame_num] = [] animation_frame_events[frame_num].append(AnimationEvent.new(anim_names, callback)) func _on_frame_changed(): if not animation_frame_events.has(frame): return for event in animation_frame_events[fr...