34 if collider.get_index() < collider.get_parent().get_child_count() - 1: 35 collider.raise() 36 print("置顶", collider.get_instance_id()) 37 prv = collider 38 collider._on_drag(true) 39 else: 40 print("intersect_point zero") 41 else: 42 if prv: 43 prv._on_drag(false) 4...
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() ...
var instance_id = str(get_instance_id())#print("实例 ID: ", instance_id)# 打印检查 Marker2D 是否正确唯一化_print_marker_names()_update_ik_targets()func _update_ik_targets():var modification_stack = skeleton.get_modification_stack()if modification_stack:for i in range(modification_stack....
(true); task = WorkerThreadPool::get_singleton()->add_template_task(this, &RichTextLabel::_thread_function, nullptr, true, vformat("RichTextLabelShape:%x", (int64_t)get_instance_id())); set_physics_process_internal(true); loading_started = OS::get_singleton()->get_ticks_msec(); ...
intPtr = NativeFuncs.godotsharp_internal_unmanaged_get_instance_binding_managed(unmanaged); object obj = ((intPtr != IntPtr.Zero) ? GCHandle.FromIntPtr(intPtr).Target : null); if (obj != null) return (GodotObject)obj; intPtr = NativeFuncs.godotsharp_internal_unmanaged_instance_bindi...
(IntPtrunmanaged){if(unmanaged==IntPtr.Zero)returnnull;IntPtrintPtr=NativeFuncs.godotsharp_internal_unmanaged_get_script_instance_managed(unmanaged,outvarr_has_cs_script_instance);if(intPtr!=IntPtr.Zero)return(GodotObject)GCHandle.FromIntPtr(intPtr).Target;if(r_has_cs_script_instance.ToBool()...
var unionId: String var openId: String var name: String var avatar: String var accessToken: String func login(): if android_runtime and TapTap.is_init: var activity = android_runtime.getActivity() var ins = BaseTapTapCallback.call("<init>",get_instance_id()) TapTapLogin.loginWithScopes...
提供一个单例脚本SkillDatabase,提供关于此技能的固定数据,如技能id, 技能名称技能最大等级,技能描述,技能升级消耗等。 提供一个抽象节点,此节点用于描述一个技能,我将此节点注册为一个GoDot新的类型,开发者通过扩展脚本功能完成技能的开发。 SkillDatabase SkillDatabase 提供get_skill_arg函数来提取技能固定数据,实...
# person.gdclass_namePersonstaticvarmax_id=0varidvarnamefunc_init(p_name):max_id+=1id=max_idname=p_name# test.gdextendsNodefunc_ready():varperson1=Person.new("John Doe")varperson2=Person.new("Jane Doe")print(person1.id)# 1print(person2.id)# 2print(Person.max_id)# 2 ...
添加其他玩家的信息到 otherPlayerNames # 注意,这个方法实际是其他玩家调用(发送),或者说你通过该方法接收到了来自其他玩家的信息 remote func _addMyNameToList(playerName : String, playerColor : Color) -> void: var id = self.get_tree().get_rpc_sender_id() otherPlayerNames[id] = playerName if...