根节点命名为MainGame/// /// 节点/// <returns>成功返回节点,失败返回Null</returns>publicstaticNodeRootNode(thisNode node){returnnode.GetTree().Root;}/// /// 禁用节点,停止更新,如果是类型为Node2D,Node3D,Control则隐藏显示/// /// 节点/// 是否禁用publicstaticvoidDisable...
说明 切换相机时,使用异步方法SwitchCamera,并使用await来等待切换完成。 如果需要中断相机切换过渡,可以调用InterruptTransition方法。 可以通过事件SwitchBefore和SwitchAfter来处理切换相机前后的逻辑。 CameraManager3D 类 概述 CameraManager3D类是一个自定义全局类,可以在编辑器添加节点面板中选择添加,用于管理 3D 相机对...
Godot有没有类似..Unity的find也是在场景中遍历吧,跟getchildrens,然后遍历差不多。反正有很严重的性能问题,知道名字就可以直接get了,godot采用树状结构,知道相对或绝对路径就可以get了
Issue description Starting from v4.3.dev3 TileMap layers are returned alongside rest of child nodes when using GetChildren() Steps to reproduce Open project and run main scene Results are shown in console Minimal reproduction project (MRP) MRP.zipActivity...
{// Only enable if the node is present in the cacheif(cachedNodeFocusMode.Remove(control,outvarcachedFocusMode)){control.FocusMode=cachedFocusMode;}}foreach(varchildinroot.GetChildren(includeInternal)){EnableFocusModeRecursive(child,cachedNodeFocusMode,includeInternal);}}/// /// Set the focus...
Attempts to draw as many sprites as possible using Sprite nodes. It calls GetChildren() to iterate over a list of Sprites and sets their positions. It also updates a Label's text once per frame. This test aims to be a better emulation of real world api usage than the V1 tests. ...
GetChildren() .Skip(3) .ToList() .ForEach(child => child.QueueFree()); foreach (var playerData in allPlayerData) { var playerLabel = new Label(); playerLabel.SetText(Tr(Constants.PlayerNames[playerData.PlayerId - 1])); playerLabel.AddThemeColorOverride("font_color", Constants.Pl...