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...
if (p_instance->size() > 0) {@@ -2354,7 +2360,7 @@static void _register_variant_builtin_methods_array() { bind_method(Array, clear, sarray(), varray()); bind_method(Array, hash, sarray(), varray()); bind_method(Array, assign, sarray("array"), varray());-bind_method(Arr...
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 ...
// The order in this array must match the declaration order of // the methods in 'GodotSharp/Core/NativeInterop/NativeFuncs.cs'. static const void *unmanaged_callbacks[]{ (void *)godotsharp_dotnet_module_is_initialized, (void *)godotsharp_method_bind_get_method, (void *)godotsharp_get_...
void propagate_call ( String method, Array args=[ ], bool parent_first=false ) 在这个节点上使用' args '中给出的参数调用给定的方法(如果存在),并递归地调用它的所有子节点。如果parent_first参数为' true ',那么该方法将首先在当前节点上调用,然后在所有子节点上调用。如果是“fal...
publicWorld2DGetWorld2D(){// MethodBind64 是一个指向我们在 C++ 中调用的函数的指针。// MethodBind64 存储在静态变量中,所以我们必须通过内存查找来检索它。return(World2D)NativeCalls.godot_icall_0_51(MethodBind64,GodotObject.GetPtr(this));}// 我们调用了这些调解 API 调用的函数internalunsafestatic...
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最近,因为 Unity 的谜之操作,大量的 Unity 开发者外流寻找可替代 Unity 的游戏引擎。Godot 因为支持 C# 开发,4.0 版本后功能相对完善起来,所以国内外 Uni...
(_event:InputEvent)->void:pass## Called by the state machine on the engine's main loop tick.funcupdate(_delta:float)->void:pass## Called by the state machine on the engine's physics update tick.funcphysics_update(_delta:float)->void:pass## Called by the state machine upon changing ...
As you can see, you can also use types with the engine’s virtual methods. Signal callbacks, like any methods, can also use types. Here’s abody_enteredsignal in a dynamic style: func_on_Area2D_body_entered(body):pass And the same callback, with type hints: ...