使用get_script().resource_path来获取当前的脚本路径,如果"source"字段不是当前脚本则标记为外部调用。而第17行,添加了一个条件,如果堆栈信息中的"function"字段包含指定函数则结束遍历,即允许访问。而这里的"@member_getter"则是member属性的getter,也就是说,这里是允许通过member属性来访问_member属性第19行则是...
As an example we might have a function to display a message with a particular language:func(lang, msg_id). To curry it, we would create a function that is used like so:func(lang)(msg_id). Where this is useful is to get a partial function where thelangvalue has been set (like app...
IntPtr intPtr = NativeFuncs.godotsharp_internal_unmanaged_get_script_instance_managed(unmanaged, out var r_has_cs_script_instance); if (intPtr != IntPtr.Zero) return (GodotObject)GCHandle.FromIntPtr(intPtr).Target; if (r_has_cs_script_instance.ToBool()) return null; intPtr = Nat...
引擎类(Node, Resource, Reference, 等).常量名, 如果它们包含脚本资源(MyScript 如果声明 const MyScript = preload("res://my_script.gd")).在同一个脚本中的其他类, 遵循作用域(如果在相同作用域内, 在 class InnerClass 中声明 class NestedClass 得到 InnerClass.NestedClass ).脚本类使用 class_name ...
func hot_reload(): get_script().reload(true) Could the root cause be the same? 👍1 Delsin-Yu commented on Nov 7, 2024 Delsin-Yu on Nov 7, 2024 ContributorAuthor @aekobear I guess so, since conceptually, they are doing the same thing in the end, but we might need someone fami...
第53行、56行、60行、63行,执行的get_script_instance()函数会行得到一个ScriptInstance对象,意思就是每个脚本附加到节点对象后,实际会被引擎编译解释为ScriptInstance对象,至于脚本如何被编译为这个对象,以及这个对象的具体结构,不是本文所要讨论的。重点是大家解析这一过程,以便使大家对脚本不至于那样迷惑。
弹出“script creation”对话框。对话框中可以选择语言、类名等。脚本文件中,GDScript是不用类名的,所以这个字段是不可编辑的。这个脚本相应的继承自“Panel”,即继承该Panel类型的节点(代码其实会自动填充的)。 填写脚本的路径名然后选择“Create”: 完成操作后,脚本被创建并添加到该节点下。在该节点下可以看到一个...
public static GodotObject UnmanagedGetManaged(IntPtr unmanaged) { if (unmanaged == IntPtr.Zero) return null; IntPtr intPtr = NativeFuncs.godotsharp_internal_unmanaged_get_script_instance_managed(unmanaged, out var r_has_cs_script_instance); ...
thread_test.zip The zip file can't be extracted for me, can you please try re-uploading it? I was able to download and test the mrp, the engine complains about not be able to callNode::get_script()because the thread safety checks ...
IntPtr intPtr = NativeFuncs.godotsharp_internal_unmanaged_get_script_instance_managed(unmanaged, out var r_has_cs_script_instance); if (intPtr != IntPtr.Zero) return (GodotObject)GCHandle.FromIntPtr(intPtr).Target; if (r_has_cs_script_instance.ToBool()) return null; ...