/// Returns [`None`] when this signal doesn't have any object, or the object is dead. You can differentiate these two situations using /// [`object_id()`][Self::object_id]. /// /// _Godot equivalent: `get_object`_ pub fn object(&self) -> Option<Gd<Object>> { @@ -137,...
"format": "Vector2 position;Vector2 normal;RID rid;ObjectID collider_id;Object *collider;int shape" }, { "name": "PhysicsServer2DExtensionShapeRestInfo", "format": "Vector2 point;Vector2 normal;RID rid;ObjectID collider_id;int shape;Vector2 linear_velocity" }, { "name": "PhysicsServer...
PulseAudio: 删除get_latency()缓存 #80294 重置插值的backport [3.x] Physics Interpolation 2D #80289 物理插值支持CPUParticles2D [3.x] #80176 多层级网格碰撞修复 [3.x] #80106 音频流图标backport至4.0 #72661 修复缺少包含文件在NavigationMesh #80408 删除NoiseTexture3D.get_format()中的...
x-stable_mono_win64\editor_data\mono\GodotNuGetFallbackFolder”。 at NuGet.Packaging.FallbackPackagePathResolver..ctor(String userPackageFolder, IEnumerable`1 fallbackPackageFolders) at Microsoft.Build.NuGetSdkResolver.NuGetSdkResolver.NuGetAbstraction.GetSdkResult(SdkReference sdk, Object nuGetVersion...
user_id]) 会话变量 在身份验证时可以存储Nakama 会话变量,只要会话处于活动状态,即可在客户端和服务器上使用该变量。 Sagi-shi使用会话变量执行分析、推荐和奖励计划等。 在进行身份验证时将会话变量作为参数传递即可存储会话变量: 1 2 3 4 5 6 7 8 var vars = { "device_os" : OS.get_name, "...
const Variant get_indexed( NodePath property ) 通过字符串获取索引对象属性。 属性索引通过冒号分隔访问,例如:position:x const int get_instance_id () 返回对象的唯一实例ID const Variant get_meta( String name ) 返回给定名称的对象元数据 const PoolStringArray get_meta_list() ...
^Expose get_window_id() from Window class https://github.com/godotengine/godot/pull/77288 ^Expose Control::_get_drag_data() as non-const function https://github.com/godotengine/godot/pull/77411 ^ Add pattern index tooltip to tilemap and tileset editor https://github.com/godotengine/godot...
使用Parse REST API,一旦我使用用户名和密码对用户进行了身份验证,我就会得到一个会话令牌。我将会话令牌存储在用户的cookie中,但是如何获取具有该会话令牌的用户呢?我使用gem parse-ruby-client。:22:40.339Z", "objectId"=>"2bMfWZQ9Ob", "sessionToken"=>"zrGuvs3psdndaqswhf0smupsodflkqbFdwRs ...
// MethodBind64 存储在静态变量中,所以我们必须通过内存查找来检索它。return(World2D)NativeCalls.godot_icall_0_51(MethodBind64,GodotObject.GetPtr(this));}// 我们调用了这些调解 API 调用的函数internalunsafestaticGodotObjectgodot_icall_0_51(IntPtrmethod,IntPtrptr){godot_ref godot_ref=default(godot...
调用Object构造函数,加入 ObjectDB::add_instance当中去 然后调用_postinitialize 1) 绑定一个函数 ClassDB::bind_method(D_METHOD("set_volume_db", "volume_db"), &CustomObject::set_volume_db); 调用call("set_volume_db",344.3); MethodBind *method = ClassDB::get_method(get_class_name(), p_...