Steps to reproduce 1 - Use this script on a Node. extends Node2D var mouse_position : Vector2 func _physics_process(delta): mouse_position = get_viewport().get_mouse_position() print(mouse_position.x) 2- Move your mouse all the way to the right, and check the print output. Minimal ...
Just like Node2D and Node3D positions refer to their position in world coordinates, and CanvasItems' position refers to their position in CanvasLayer coordinates, any reference to position or global_position should be in the same coordinate system as the caller. Specifically: Viewport.get_mouse_po...
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) // ...
func role_gui_input(event:InputEvent): if(event is InputEventMouseButton): if(event.button_index == MOUSE_BUTTON_LEFT): if(event.is_pressed()): startDrag = true; linePoints = [role.position + (role.size/2)]; pass else: startDrag = false; var subDistance:float = getSubDistance();...
这时就不会使用索引 where a like 'xxx%',这时则会使用索引 而在大量模糊查询中经常会用到 '%xxx%...
The path to the script templates directory can be changed in the Project Settings. Ability to limit the minimum and maximum window size using OS.set_min_window_size() and OS.set_max_window_size(). Node.process_priority property to set or get a node's processing priority. This was previ...
usingGodot;usingSystem;publicpartialclassInputTest:Node{publicoverridevoid_Ready(){// 鼠标设置:显示、隐藏鼠标、限制在游戏窗口// 限制并且隐藏Input.MouseMode=Input.MouseModeEnum.ConfinedHidden;// Input.MouseMode = Input.MouseModeEnum.Confined;}publicoverridevoid_Process(doubledelta){// 按键事件//是否按...
The path to the script templates directory can be changed in the Project Settings. Ability to limit the minimum and maximum window size using OS.set_min_window_size() and OS.set_max_window_size(). Node.process_priority property to set or get a node's processing priority. This was previ...
Add the Joystick scene as a child of the UI node Enable "Editable Children" to customize joystick appearance Refer to the example scene in the "Test" folder 📘 FAQ Multitouch Issues? Ensure these settings in Project -> Project Settings -> General -> Input Devices: ...
distance_to(mm->get_position()) > 2) { Input::get_singleton()->set_mouse_mode(Input::MOUSE_MODE_CAPTURED); drag.enabled = true; drag.base_val = get_value(); drag.diff_y = 0; } } it ends up not being released, for whatever reason this is not executed in this case...