hint_string="GDScript",# 类型为 GDScript})# 比上次的小,则减少属性 elif diff<0:varidx=-1foriinabs(diff):idx=__script_list.size()-1__script_list.remove(idx);script_count=value # 更新属性表property_list_changed_notify()func_get_property_list():# 属性列表varp_list=[]# 属性类别 p_lis...
可以手动插入分组属性:类型是 TYPE_NIL,name 就是这个分组显示的名称,usage 需要是 PROPERTY_USAGE_GROUP,hint_string 为空就是后续的所有属性都是该分组里的,非空就是后续的 name 前缀与 hint_string 匹配才算该分组里的。详细可以看 https://docs.godotengine.org/en/3.5/classes/class_editorinspector.html ...
"hint": PROPERTY_HINT_ENUM, "hint_string": "one,two,three" } ProjectSettings.add_property_info(property_info) [/gdscript] [csharp] ProjectSettings.Singleton.Set("category/property_name", 0); var propertyInfo = new Godot.Collections.Dictionary { {"name", "category/propertyName"...
(void *, bool, gdmono::PluginCallbacks *, GDMonoCache::ManagedCallbacks *, const void **, int32_t); godot_plugins_initialize_fn initialize_hostfxr_and_godot_plugins(bool &r_runtime_initialized) { godot_plugins_initialize_fn godot_plugins_initialize = nullptr; HostFxrCharString godot_plugins_...
func _add_setting(name: String, default_value, type: int, hint: int, hint_string: String = "") -> void: if not ProjectSettings.has_setting(name): ProjectSettings.set_setting(name, default_value) ProjectSettings.set_initial_value(name, default_value) ...
[Export(PropertyHint.File, "*.tscn")] public string path; [Export] public string entryPoint; public override void Interact() { base.Interact(); Game.Instance.ChangeScene(path, new Dictionary() { { "entryPoint", entryPoint } });
func get_goods_data(goods_name: String): var data = goods_data[goods_name] # 物品数据 var temp = {} # 设置资源的格式:变量[属性名] = 属性值 temp[GoodsPropertyList.Name] = data['Name'] temp[GoodsPropertyList.Damage] = int(data['Damage']) ...
Implement String::resize() in godot-cpp by @dsnopek in #1166 Statically link mingw/msvc runtime libraries on Windows by @dsnopek in #1203 Added generated version header by @Zylann in #1193 Add automated tests to verify some previous fixes by @dsnopek in #1209 Fix Clang deprecated builtin...
1.修改添加release 的keystore文件为非本项目资源浏览方式,这样就不必把keystore文件复制到godot项目内。p_list->push_back( PropertyInfo( Variant::STRING, "keystore/release",PROPERTY_HINT_FILE,"keystore") );改为p_list->push_back( PropertyInfo( Variant::STRING, "keystore/release",PROPERTY_HINT_...
目前的解决方法是,使用了吧主的方法判断.点号,然后再使用get_word_at_pos获取点号前面的单词。另外有请教一下set_code_hint函数,函数在左侧的时候,代码提示的时候显示不全,怎么解决?能设置提示文本的显示位置吗?CodeEdit的is_in_string怎么使用?无论我输入什么字符都是返回-1。