这意味这在移动完视角后,只有再调用_input()函数时才会将event.relative.x的值修改解决方法:将clamp()放到get_node("eye").rotate_x的下面。这样,每次移动完视角后,都会直接运行clamp()。这样就没问题了在这里,感谢吧主的提醒。还有,很抱歉,把大家误导了,(>人<;)十分抱歉 Losingisfun 着色器 8 为什么我的...
this.ZAsRelative = false; //Node2D常用属性 //位置 this.Position = new Vector2(500, 300); //旋转 //this.Rotation = 0.1f; //this.RotationDegrees = 30; //缩放 this.Scale = new Vector2(2, 2); //倾斜 //this.Skew = 30; } public override void _Process(double delta) { //获取鼠...
this.ZIndex = 10; this.ZAsRelative = false; //Node2D常用属性 //位置 this.Position = new Vector2(500, 300); //旋转 //this.Rotation = 0.1f; //this.RotationDegrees = 30; //缩放 this.Scale = new Vector2(2, 2); //倾斜 //this.Skew = 30; } public override void _Process(double...
但是缩放的坐标怎么转换呢,zoom是由视窗中心出发缩放周围,所以其实只需要按如下图求出z向量即可 var relative_center_pos = -(node.get_viewport().get_visible_rect().size/2 - event.position relative_center_pos.x = relative_center_pos.x * current_camera.zoom.x relative_center_pos.y = relative_ce...
Popup subwindows created by MenuButtons not scaling relative to parent window #69749 closed Mar 28, 2025 editor/naming/node_name_casing not respected for default Create Root Node buttons #87652 closed Mar 28, 2025 Getting `cannot open/create file` error if `.godot` folder is removed ...
if (mm.is_valid() && (mm->get_button_mask().has_flag(MouseButtonMask::LEFT))) { if (drag.enabled) { drag.diff_y += mm->get_relative().y; double diff_y = -0.01 * Math::pow(ABS(drag.diff_y), 1.8) * SIGN(drag.diff_y); set_value(CLAMP(drag.base_val + step * ...
EN很简单,代码如下: void beep(uint64_t times) { io_out8(0x43, 182&0xff); io_o...
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%...
E0:00:01:0007get_node: Nodenotfound:"SubViewport"(relativeto"Node2D"). <C++ 错误> Method/functionfailed. Returning: nullptr <C++ 源文件> scene/main/node.cpp:1364@ get_node() E0:00:01:0007setup_local_to_scene: ViewportTexture: Pathtonodeisinvalid. ...
The paths given there are relative to the godot/ directory. I think if you change them to spine-cpp/include it should work. 한국어 답장5달 후 T.Fly() 2023년 7월 6일 게시물 영어 Now that Godot 4.1 is out, it would be great to see the signal name ...