可以使用 Node.set_network_master(id, recursive) (recursive 默认为 true, 意味着会递归地设置该节点的所有子节点(包括Node本身)的网络master为 id )。 要检查某个在某个peer实例化的节点的网络master是否为该peer可以通过调用 Node.is_network_master() 来完成。 如果在服务器上调用,它会返回 true;如果在客户...
StringName(Unique Names):&"name" NodePath(路径):^"Node/Label" 两个看起来像字面量,但其实只是一种语法糖: $NodePath: 等同于get_node("NodePath") %UniqueNode:等同于get_node("%UniqueNode") 整数浮点数可以用下划线_进行一种修饰: 12_345_678# Equal to 12345678.3.141_592_7# Equal to 3.141592...
voidadd_child(Nodenode,boollegible_unique_name=false) 添加子节点。节点可以包含任意数量的子节点,但每个子节点都必须具有唯一的名称。删除父节点时会自动删除子节点,因此可以通过删除其最顶层节点来删除整个场景。 将“legible_unique_name”设置为“true”将创建具有人类可读性名称的子节点,其名称基于实例节点的名称...
Always look for unique node names in owner if not found in owned nodes (GH-89686). Fix incorrect file sort method (GH-89857). Remove a redundant MAX comparison within a loop in compute_image_metrics (GH-89889). Return ERR_UNAVAILABLE if native dialog is not supported (GH-89902). Fix ...
Fix crash on reparent() with Node containing internal children (GH-89628). Fix property access on read-only Dictionary (GH-89647). Stop possible underrun when processing a string (GH-89671). Properly skip printing version header with --no-header (GH-89679). Always look for unique node name...
Godot Engine's standout feature is its uniquenode-based structure. This lets developers build complex scenes and game behaviors by arranging and linking simple nodes together. Additionally, Godot includes specialized 2D workflow features like apixel-based unit systemandTileMap editor. The TileMap edit...
extends Node # 自定义信号 signal player_list_update(players, colors) # 新玩家加入后信息更新 signal player_color_update(id, color) # 玩家颜色更新 signal player_ready_status_update(id, isReady) # 玩家准备或者取消准备 signal player_disconnected(id) # 连接断开信号 ...
var f = File.new() var err = f.open_encrypted_with_pass("user://savedata.bin",File.WRITE,OS.get_unique_ID()) f.store_var( game_sta lulersoft 10-22 0 Godot 配置文件读写类:ConfigFile lulersoft 2014-10 Class: ConfigFile Inherits: Reference Public Methods: void set_value( Str...
extends Node2D func _ready(): #First create ourself var thisPlayer = preload("res://Player.tscn").instance() thisPlayer.set_name(str(get_tree().get_network_unique_id())) thisPlayer.set_network_master(get_tree().get_network_unique_id()) ...
NodePath Compiled path to a node used mainly in the scene system. It can be easily assigned to and from a string. RID Resource ID (RID). Servers use generic RIDs to reference opaque data. Object Base class for anything that is not a built-in type. ...