godot 获取子节..先获取脚本挂载的那个节点,自然就能调用相应的脚本函数。get_node或者find child获取节点,或者你实例化时把节点传递给某个变量里存起来。对于场景中固定的节点,比如你上面的截图。可以在con
Node test = root.FindChild("Test"); //尝试删除test test.QueueFree(); //要把Test节点从节点树中拿出来 root.RemoveChild(test); //将孤立的Test添加到当前节点下 this.AddChild(test); } if (Input.IsActionJustPressed(" 右")) { ///获取当前场景的根节点 Node root = this.GetTree().CurrentS...
find_child("Head", false, false)- works find_child("Head", true, false)- works find_child("Head", true, true)- doesn't find_children("Head", "", false, true)- doesn't find_children("Head", "", false, false)- works !
然后我们新建脚本用于炮台发射的基础功能,首先新建个发射的函数,通过实例化炮弹,再通过add_child放到场景,这时需要通过market的全局位置(global_transform:它将position、rotation和scale集中在一起)来赋值给炮弹,我们再通过信号连接,每当炮台的timer结束,就会触发发射函数即可实现一直发射。 @onready var market = $Sprite...
=nullelseget_child(0) ).call() As mentioned, the states will be children of the state machine. We can use Godot’sfind_children()function to get all the states and connect to theirfinishedsignal to transition to the next state. I do that in the_ready()function. There, we also call...
add_child(new_stroke) new_stroke.owner = self stroke = new_stroke if pressure_sensitive: width_curve = new_stroke.width_curve else: width_curve = null pressures.clear() func _on_undo_last_line_pressed() -> void: # Remove last node of type Line2D in the scene. var last_line_2d...
player.global_position = _playerPositionNodes[positions.find(id)].position player.set_network_master(id) _playersContainer.add_child(player) _allPlayers.append(id) for node in _playerPositionNodes: node.queue_free() 这段代码中,通过方法player.set_network_master(id)给每个玩家设置了相应的Master ID...
Unity的find也是在场景中遍历吧,跟getchildrens,然后遍历差不多。反正有很严重的性能问题,知道名字就可以直接get了,godot采用树状结构,知道相对或绝对路径就可以get了 月光黯淡 数学算法 7 get,而且可以像文件夹一样找我记得 -诺里- 数学算法 7 gds叫find_child方法的就是按名字查找节点,不过不如用唯一名称 ...
if boss.name.find('K') != -1:boss.atk = K_DAMAGEboss.hp = K_HP$boss.text = boss.name + " 血量:" + str(boss.hp) + " 攻击力:" + str(boss.atk)func next_turn():# 进入下一回合passfunc play_card(card):# 出牌print('play_card','出牌')if card == '':play_card_finished...
get_parent().add_child(ghost) else: gravity = 600 velocity.x = 0 dash_time = 10 $Timer.stop() 简单说明: ghost.position = position:position即当前角色的位置,赋给了影子。 ghost.find_node('Sprite').flip_h = $Player.flip_h:用于将影子的朝向变为和角色一样。即,角色向左冲刺,影子也是面向...