append(data) break # 最终没有相交的则跳过 if intersect_room_data.is_empty(): GLog.info("没有相交的部分: ", [room_coords, room_data["idx"]] ) continue # 遍历相交部分的房间 var from_connect_list = Array(room_data["connect_list"]) for to_room_data ...
append会在数组末尾追加一个元素。pop_back会弹出数组的最后一个元素并返回,而`pop_at`则是弹出指定位置的元素。 数组的`push_back`函数和append作用相同。pop和push实际上是针对栈(stack)这种数据结构常用的术语。概念上来讲,栈是一种操作受限的数组。它只能在最后(或者说”上面“)追加元素,每次只能删除最后(最...
look the code i put in my last comentary, that's from the mrp (except the comments and theThread.set_thread_safety_checks_enabled(false)). The problematic part is the$Bbecause you're using a node inside the scene tree and for append a value in a typed array the engine needs to ...
extends Node2D @onready var path_node = $"../Path2D" var points = PackedVector2Array() func _ready() -> void: var curve = path_node.curve for idx in curve.get_point_count(): var point_poisition = path_node.to_global(curve.get_point_position(idx)) points.append(point_poisition...
(当前帧运动完后应该处于的相对位置) var point_cache : Vector2 = Vector2.ZERO # 运动相对位置数组 var point_cache_arr : Array[Vector2] = [] func _ready(): # Path2D可以在任意地方, 这里为了方便演示作为当前节点的兄弟节点 path = get_node("../Path2D") as Path2D # 第一遍循环, bake并...
#Check if the tile is already in the array before appending if not tiles_between.has(tile_position): #Add the tile position to the array tiles_between.append(tile_position) #Move to the next position, step should be lower than half your tile size ...
append_array(ipma) # - This is the line that fails - var mat_buffer : RID = rd.uniform_buffer_create(256, pb) var matrices_uniform : RDUniform = RDUniform.new() matrices_uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_UNIFORM_BUFFER matrices_uniform.binding = 2 matrices_uniform.add_...
(frame_num:int, anim_names:PackedStringArray, callback:Callable): 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_fram...
for i in range(0, len(array), step): var each = array.slice(i,i + step) output.append(each) return output pass (转发自:原日志地址)+ 显示全部 评论: 0 LAST OLD SHOOTER 最后的老枪手开发日志 纯纯 2020-11-27 https://github.com/chunchuna/LastOldShooter 有想参与的小伙伴都可以参与...
var outPolygon = PoolVector2Array() #把顶点转换到本地坐标,要求navpoly和cutout要有相同的父节点,或各自父节点的transform相同 #var finalTransform = $navpoly.transform.inverse() * inTransform for vertex in inPolygon: #outPolygon.append(finalTransform.xform(vertex)) ...