extends Object class_name NodeUtilities # Note: passing a value for the type parameter causes a crash static func get_child_of_type(node: Node, child_type): for i in range(node.get_child_count()): var child = node.get_child(i) if child is child_type: return child # Note: passing...
求助帖:如何获取父级..如图,我在四级节点1的脚本中,如果想获取一级节点,应该怎么写脚本?我知道有一个get_parent的方法,但是只能获取上一级,若要获取一级节点,则需要好几个该方法连起来用,这样的话脚本一行就太长太麻烦
self.get_tree().connect('network_peer_connected', self, '_onNewPlayerConnected') self.get_tree().connect('network_peer_disconnected', self, '_onPlayerDisconnected') self.get_tree().connect('server_disconnected', self, '_onServerDisconnected') self.get_tree().connect('connected_to_server',...
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get_parent().get_node("Powerups").queue_free() power_up_active = true # Start the timer awaitget_tree().create_timer(10.0).timeout power_up_active = false func _on_enemy_body_entered(body): ifpower_up_active: get_parent().get_node("Enemy").queue_free() ...
String get_parent_class_static() static void initialize_class() virtual void _notificationv(int p_notification, bool p_reversed) override#define VARIANT_ENUM_CAST(m_enum) 1. 2. 3. 4. 5. 定义几个静态函数,cast,convert,encode 实现main\timer.cpp ...
get_parent().add_child(bullet_instance) The enemy will now periodically shoot bullets toward the player's position.Use a conditionalifstatementto check if theshoot_timeris less than 0. If it is, then shoot the bullet. Randomly Moving Enemy ...
(Typetype){Type=type;UnitTestMethods=new();}publicboolIsPassed(){returnUnitTestMethods.Find((m)=>!m.Passed)==null;}publicboolHasError(){returnUnitTestMethods.Find((m)=>m.ErrorMessage!=null)!=null;}}publicpartialclassUnitTestTool:Node2D{publicList<UnitTestClass>Classes{get;set;}publicGodot....
(Typetype){Type=type;UnitTestMethods=new();}publicboolIsPassed(){returnUnitTestMethods.Find((m)=>!m.Passed)==null;}publicboolHasError(){returnUnitTestMethods.Find((m)=>m.ErrorMessage!=null)!=null;}}publicpartialclassUnitTestTool:Node2D{publicList<UnitTestClass>Classes{get;set;}publicGodot....
if "varName" in get_parent(): print("varName is defined in parent!")[GodotQ&A] Check if script of a node has variable 36. 为什么游戏总是会对手柄输入进行响应,即使窗口已经失去焦点?有什么办法能控制是否屏蔽这种行为么? 取决于OS的处理,通常OS总是会把手柄响应发给程序,而键盘输入则不同。如下方...