The function is_mouse_button_pressed() works with mouse indices like 1 for left mouse button, it does not for 6 or 7 which are wheel left and right: Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT) # Returns true if pressed, false if not Input.is_mouse_button_pressed(MOUSE_BUTTON_WHEE...
ifInput.is_key_pressed(scancode):#某一按键处于按下状态,scancode是按键编号passifInput.is_mouse_button_pressed(button):#按下鼠标某个按钮,button是按钮编码pass 附:鼠标键盘按钮编码(很多键我也没有见过,可能是专业级别的设备才有吧) #鼠标按钮编码enum ButtonList:BUTTON_LEFT=1#鼠标左键BUTTON_RIGHT=2#...
Input.is_key_pressed Input.is_mouse_button_pressed Input.is_joy_button_pressed Input.is_action_pressed 主要是通过Input这个单例类来判断不同设备的按键是否按下,如果要判断不同的设备这个比较麻烦,所以godot提供了一个action的功能来把不同的设备输入进行了集合,在编辑器中可以再项目配置里面的键位映射看到。
longpressed = falseprint("识别为短按"," long:",longpressed," short:",shortpressed)#Godot 原版自带的双击识别,和本代码有一定的逻辑重复#if event is InputEventMouseButton and event.button_index == BUTTON_LEFT and event.doubleclick:#print("识别为双击")func _on_Timer_timeout():if longpressed...
using Godot; using Godot.Input; public class_name : Node { public override void _Ready() { Input input = (Input)GetNode("/root/Global").GetNode("Input"); input.Connect("mouse_button_down", this, "_on_Button_pressed"); } private void _on_Button_pressed(Node node, int buttonIndex,...
public void _on_rigid_body_3d_input_event(Camera3D camera, InputEvent inputevent, Vector3 postion, Vector3 normal, int shape_idx) { if(inputevent is InputEventMouseButton) { if((inputevent as InputEventMouseButton).IsPressed()) { GD.Print("Click Ball"); } } } 方法二:调用PhysicsRayQu...
# Bird.gdextendsRigidBody2Dfunc_physics_process(delta):ifInput.is_mouse_button_pressed(1):linear_velocity=Vector2.UP*500angular_velocity=-3.0#同时给它一个逆时针的角速度 嗯?头扬得有点过了 加一些限定条件 # Bird.gdextendsRigidBody2Dfunc_physics_process(delta):ifInput.is_mouse_button_pressed(1...
# Input.is_mouse_button_pressed(MOUSE_BUTTON_WHEEL_DOWN)无效,只能在这里面处理。if event is InputEventMouseButton:if event.button_index == MOUSE_BUTTON_WHEEL_UP || event.button_index == MOUSE_BUTTON_WHEEL_DOWN:assert (self.zoom[0] == self.zoom[1], 'zoom x != zoom y')var vp_size...
if isInput.is_pressed() and Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT): 下面就是被控制之后的逻辑了。。。后面就是基本操作了。判断槽是否有物品、判断手上是不是有物品、判断物品是否相同类型。库存那边,我直接用的Array数组来存对象。这里的对象都是item格式,item也是我自己做的一个单独的节点,里面...
if event is InputEventMouseButton and event.button_index == BUTTON_RIGHT and event.is_pressed(): emit_signal("right_click") else: _unhandled_input(event) 在这段代码中,我们重写了_button_input(event)方法,检查输入事件是否为右击并且是否按下,如果是,则触发自定义信号"right_click"。如果不是...