常量名, 如果它们包含脚本资源(MyScript 如果声明 const MyScript = preload("res://my_script.gd")).在同一个脚本中的其他类, 遵循作用域(如果在相同作用域内, 在 class InnerClass 中声明 class NestedClass 得到 InnerClass.NestedClass ).脚本类使用 class_name 关键字声明.分类: Godot学习 好文要顶 ...
Dictionary newDic = Json.ParseString(json).AsGodotDictionary(); var array = newDic["name"]; } } //HTTPRequest using System.Text; using Godot; public partial class HTTPRequestTest : HttpRequest { public override void _Ready() { //发起get请求 Error error = this.Request("https://"); i...
宏#define GDCLASS(m_class, m_inherits) 主要是实现mutable StringName _class_name; String get_class() String get_class_static() String get_parent_class_static() static void initialize_class() virtual void _notificationv(int p_notification, bool p_reversed) override#define VARIANT_ENUM_CAST(m_...
//拿到碰撞的区域 Area2D area2D = this.GetCollider() as Area2D; GD.Print("检测到了:" + area2D.Name); } else { GD.Print("没有检测到"); } } } } //物理效果 public partial class RigidBody2DPlayer : RigidBody2D { private bool isGround; public override void _Ready() { base._Ready...
Object *obj = dst->get_validated_object(); boolread_only_property =false; if(obj) { read_only_property =ClassDB::has_property(obj->get_class_name(), *index) && (ClassDB::get_property_setter(obj->get_class_name(), *index) ==StringName()); ...
class_name: 申明类明,以便其它对象引用 grid_size: 网格大小。初始化x向量32,y向量19。意思是x轴方向32格,y轴方向19格 grid: 用于存储网格数据的二维数组 接着创建init_grid函数,它用于将grid数组按网格数填满 func init_grid(): grid = [] for x in range(grid_size.x): ...
# A file is a class!# 文件即类!# (optional 可选) icon to show in the editor dialogs 设置脚本在编辑器中的图标:@icon("res://path/to/optional/icon.svg")# (optional 可选) class definition 类型属性定义:class_nameMyClass# Inheritance 继承:extendsBaseClass# Member variables 类成员vara=5vars...
usingGodot;usingGodot_UI_Test.Utils;usingNewtonsoft.Json;usingSystem;usingSystem.Collections.Generic;usingSystem.ComponentModel;usingSystem.Linq;usingSystem.Reflection.Emit;usingSystem.Text;usingSystem.Threading.Tasks;namespaceGodot_UI_Test.SceneModels{publicclassMessageSceneModel:ISceneModel{privatePrintHelper ...
generate_engine_class_source(class_api, used_classes, fully_used_classes, use_template_get_node) ) register_engine_classes_filename = Path(output_dir) / "src" / "register_engine_classes.cpp" with register_engine_classes_filename.open("w+", encoding="utf-8") as source_file: source_file...
Vector2mousePosition = input.GetMousePosition();floattouchX = input.GetTouch(0).x;floattouchY = input.GetTouch(0).y; 若要监听特定事件(例如按钮点击),请向节点添加事件监听器。首先,创建一个继承自Node的类,并在其中添加事件监听器: usingGodot;usingGodot.Input;publicclass_name : Node ...