Print("Click Ball"); } } } 方法二:调用PhysicsRayQuery 从camera到鼠标点击的位置发射一条射线,检查与哪些对像有碰撞,既获得相应的对像并处理相关的事件。 reasonml public override void _PhysicsProcess(double delta) { base._PhysicsProcess(delta); var mousepostion = GetViewport().GetMousePosition(); ...
func_input(event):# Mouseinviewport coordinatesifevent is InputEventMouseButton:print("Mouse Click/Unclick at: ",event.position)elif event is InputEventMouseMotion:print("Mouse Motion at: ",event.position)# Print the sizeofthe viewportprint("Viewport Resolution is: ",get_viewport_rect().size)...
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT: if (event.position - $Sprite2D.position).length() < click_radius: # Start dragging if the click is on the sprite. if not dragging and event.pressed: dragging = true # Stop dragging if the button is released...
Vector2 mousebutton = (Vector2)@event.Get("position");// 获取鼠标位置 sbyte _index = (sbyte)@event.Get("index");// 获取点触索引值 float mouseposition = (mousebutton - Position).Length();// 计算点击位置与中心位置之间的距离 if (mouseposition <= maxlen || _index == ondraging) // ...
print("Mouse Click at: ", get_global_mouse_position()) 材质和 Shader Material 多个物体要使用同一个材质 多个物体要使用同一个材质,可以设置为 local to scene ,这样这个材质就单独在这个内在场景中实例化了。多个物体使用一个材质时不会互相影响。
Fix `ColorPickerButton` close popup on mouse click #98428 commented on Feb 6, 2025 • 0 new comments GDScript: Implement soft access restriction for members prefixed with `_` and `__` (as warning by default) #98557 commented on Feb 8, 2025 • 0 new comments [Tests] Ensure ...
$PickupItem.global_position = self.get_global_mouse_position() - Vector2(12,12)点击的物品节点就会被移动到这个Pickupitem节点里。过程也很简单点击物品的时候:ClickSlot.remove_child(Item) <<删除 当前点击槽位的 物品节点 (remove_child 不会真的删除,只是隐藏了)$Panel/PickupItem.add_child(Item) ...
Godot Engine – Multi-platform 2D and 3D game engine - godot/platform/android/java_godot_lib_jni.cpp at 6b6428d779c8327ec051ab0b5114a2eaa3f1a3bf · godotengine/godot
主贴链接:https://tieba.baidu.com/p/6574833207 既然要移动视角,那么肯定要捕获光标(即鼠标指针),那就得用到Input类下的get_mouse_mode和set_mouse_mode 其中我们需要知道的参数只有两个: Input.MOUSE_MODE_CAPTURED捕获 Input.MOUSE_MODE_VISIBLE释放 在脚本中添加以下代码: 这样,在节点加载完成时,就会将鼠标模...
获取镜头缩放后的指针位置:current_mouse_position = get_global_mouse_position() 4. 调整镜头平移:offset -= current_mouse_position - init_mouse_position 这样先缩放,后平移是无奈之举——因为我不知道缩放之后指针位置在哪儿。 怎么提前计算呢?这样我可以用tween同时更改,更平滑些。 高温可乐 2-2 8 ...