Array get_node_and_resource ( NodePath path ) Node get_node_or_null ( NodePath path ) const 与get_node类似,但在path未指向有效节点时不会引发错误Node。 Node get_parent ( ) const 返回当前节点的父节点,Node如果节点缺少父节点,则返回空。 NodePath get_path ( ) const 返回当前节点的绝对路径。...
I am trying to connect a signal to a function of a parent node in an inherited scene. But, I am getting an error: "Cannot get path of node as it is not in a scene tree." Steps to reproduce Download the mrp and open the room 1 scene. There will be a timer as a child of the...
这就意味着更具体的道具应当具有它的所有字段(以它为基础)。因此我们将它作为基类(base class),也称为父类(parent class)。装备属于道具的一种,因此它应当继承(inherit)道具类,也可以从另一个方向来说,它由道具类派生而来(derive from)。 在定义类时,类名后可以用extends关键字指明该类的基类: 现在我们用pass...
get_parent().get_node("Enemy").queue_free() else: queue_free() This code uses the_on_powerups_body_enteredsignal to detect when the player character collects the power-up. When they do, it removes the power-up from the scene, and sets thepower_up_activevariable to true. The function...
scene/main/node.cpp:1766 - Parameter "p_node" is null. in Godot 4.2 #85847 closed Feb 11, 2025 Find(Replace)Bar - Need to press Escape twice to close it #102331 closed Feb 11, 2025 `get_global_transform_interpolated()` may return wrong value when FPS < physics ticks per sec...
var player = get_parent().get_node("Player") var player_position = player.global_position var enemy_position = global_position var direction = player_position - enemy_position direction = direction.normalized() var motion = direction * SPEED * delta ...
var game : Node2D = load(GAME_SCENE).instance() game.name = 'Game' game.set_network_master(1) self.get_parent().add_child(game) self.get_tree().paused = true if self.get_tree().is_network_server(): # 服务器端本地运行
Godot’s workflow structure does an elegant job organizing projects even as they become exponentially more complex. Nearly every key piece of data, including animation and objects, exists as a node you place inside scenes. Nodes branch off each other, with parent nodes affecting their children. ...
CanvasItem 是所有 2D 节点的基础。无论是 Node2D 还是 Control 都是继承自此。 CanvasItem 节点肯定是 viewport 节点的直接或者间接子节点。(因为 root 节点本身就是一个 viewport,所以平时不会对这件事有感觉),viewport会展示 CanvasItem 节点。 Viewport 的属性 Viewport.canvas_transform 属性,改变这个属性可以用...
Setterset_use_parent_material(value)Getterget_use_parent_material() 如果true,父级节点CanvasItem的材质属性被用作当前材质。默认值:false。 boolvisible Setterset_visible(value)Getteris_visible() 如果true,这CanvasItem是绘制的。默认值:true。对于继承Popup的控件,使它们可见的正确方法是调用多个popup *()函数...