紧挨着 IntersectRay 的就是 IntersectPoint 和 IntersectShape ,这俩都和我分享的 IntersectRay 有一样的问题,甚至它们返回的还是多个结果,所以它们返回的是一堆托管分配的 Godot.Collections.Array<Dictionary>!哦顺便说,那个 Array<T> 事实上是 Godot.Collections.Arra
功能一:坐标系,栅格,坐标显示 要点:窗口任意缩放可正常显示 绘制坐标系 func draw_coordinate() -> void: # 绘制 x 轴 draw_line(Vector2(0, origin.y), Vector2(screen_size.x, origin.y), Color.RED, 2) # 绘制 y 轴 draw_line(Vector2(origin.x, 0), Vector2(origin.x, screen_size.y), ...
Create a dictionary type custom data on the data layer Select the custom data in the properties painter click on add key/value pair (or add element with Arrays) the new key/value pair does not show up, until you're close and reopen the menu with the Dictionary (size ) or Array (size...
I testedfloat,intandStringfor the key / array and all of them threw the error. Steps to reproduce Declare a constant typed dictionary Declare a typed array (same as key) Iterate through the array and access the dictionary with the iterator Try to access any property / method from this valu...
从Godot官网下载所需版本,这里我们选择Godot Engine-.Net版本,然后解压,运行即可 这里有个小坑,Godot获取dotnet不是通过环境变量获取的,也就是说,我们在使用Rider安装运行环境之后,即使加入环境变量中,Godot也无法检测到,即使你的命令行可以调通dotnet --version。Godot获取dotnet在Windows下是直接在Program Files里面拿...
=== ## 实例化数据文件 ##[br] ##[br]如果有这个文件,则会自动读取这个文件的数据,这个文件必须是 [Dictionary] 类型的数据 static func instance(file_path: String, data_format : int = BYTES, default_data: Dictionary = {}) -> DataFile: const KEY = &"DataFile_datas" if not Engine.has_met...
(origin,origin+direction);Godot.Collections.DictionaryhitDictionary=spaceState.IntersectRay(queryParams);if(hitDictionary.Count!=0){VarianthitPositionVariant=hitDictionary[(Variant)"position"];Vector2hitPosition=(Vector2)hitPositionVariant;VarianthitNormalVariant=hitDictionary[(Variant)"normal"];Vector2hit...
紧挨着 IntersectRay 的就是 IntersectPoint 和IntersectShape ,这俩都和我分享的 IntersectRay 有一样的问题,甚至它们返回的还是多个结果,所以它们返回的是一堆托管分配的 Godot.Collections.Array<Dictionary>!哦顺便说,那个 Array<T> 事实上是 Godot.Collections.Array 这个类型的包装的,所以本来对每个字典的 8 字节...
extends AnimatedSprite2D class AnimationEvent: var animation_names:PackedStringArray var callback:Callable func _init(in_animation_names:PackedStringArray, in_callback:Callable): animation_names = in_animation_names callback = in_callback var animation_frame_events:Dictionary = {} func _init...
Typed arrays provide type safety checks for data at run time and some optimization given that the engine knows the types of the array elements. Also, when iterating over a typed array of basic types (Vector2 for example), the variable will have a known type so should invoke code completion...