class_name CustomResource,'res://CustomResource/custom_icon.svg'# 资源也可以定义普通的属性export var variable1:=''export var variable2:=0# ...# 资源也可以定义一些方法func printInfo()->void:# ... 在上面新建的代码中我们声明了资源的类名(CustomResource)以及资源的图标(res://CustomResource/cus...
var resource1 : Resource # 没问题 var resource2 : CustomResource # 不支持! 上面的代码运行会报错: built-in:4 - Parse Error: Invalid export type. Only built-in and native resource types can be exported. 避免这个问题的方法就是使用父类型Resource作为变量的类型,不过这样会导致在export属性中可以赋...
Godot4.0的TileSet多了个场景合集功能,可以实例化场景,我现在有一个场景,它根节点上export了一个Resource来决定它的属性,如果是在编辑器内实例化场景,可以直接在检查器设置这个Resource,但是在TileMap里该如何实现呢? 西瓜寻回犬 小吧主 12 没太懂你的需求。但是tileset可以新建custom data layers,选择type后可以像...
正如官方文档所说,Godot中用TileData保存对TileSet上单个图块的设置。 TileData提供了获取自定义数据的方法,在实际游戏开发中,我们需要先调用TileMapLayer提供的get_cell_tile_data方法获取TileData,然后调用其提供的get_custom_data就可以获取自定义数据层所对应的值。 TileSet是继承自Resource类型的,因此可以序列化和...
Scene A has an exported Array of custom resource type and in the editor, a "default" resource is assigned with LocalToScene = true Scene B's scenetree contains multiple instances of Scene A. When launching the game, Godot applies new resources for each instance of Scene A within Scene B...
Custom properties Stars 93.3kstars Watchers 1.5kwatching Forks 21.5kforks Report repository Releases58 4.3-stableLatest Aug 15, 2024 + 57 releases https://fund.godotengine.org/ Contributors2,838 + 2,824 contributors Languages C++85.6% C#3.5% ...
在FileSystem里,打开字体文件夹,右键点击字体文件,选择New Resource...,找到DynamicFont,创建它。 选择我们新的资源,进入Inspector,将.ttf字体文件拖到Font Data属性里。 在Settings标签下,设置Size为40。 选择ScoreText,在Custom Fonts标签下,将我们新的dynamic font资源拖进去。
9. # export can also take a resource type as hint # export也能够有一个资源类型做为暗示 10. 11. export(Texture) var character_face 12. 13. # integers and strings hint enumerated values # 整形和字符串暗示的枚举值 14. 15. export(int,"Warrior","Magician","Thief") var character_class ...
CustomObject* pobj = memnew(CustomObject); 调用Object构造函数,加入 ObjectDB::add_instance当中去 然后调用_postinitialize 1) 绑定一个函数 ClassDB::bind_method(D_METHOD("set_volume_db", "volume_db"), &CustomObject::set_volume_db);
GodotDiscordSDK - A GDNative wrapper for the Discord Game SDK, adding support for its functionality in GDScript without recompiling the engine (as opposed to something like godotcord which is a custom engine module). Godot GamePad - Allows players to use their mobile devices as controllers. Godot...