首先调用container的get_children方法获得一个包含了container的子节点的数组,也就是我们现在的樱桃。len函数返回数组长度,也就是有几个樱桃、几点HP——当然这里我们可以省略这个步骤,让玩家直接把受伤害之前的HP传进来,你可以作为练习换个思路写这里的代码。 delta是更新后的hp和当前hp的差值。如果以后要做加血的道具...
drag_item.get_parent().remove_child(drag_item) get_root().add_child(drag_item) func is_parent_child(parent_item, child_item): if child_item.get_parent() == parent_item: return true for child in parent_item.get_children(): if is_parent_child(child, child_item): return true ```...
代码语言:javascript 复制 varmenu_root=preload("res://scenes/menu.tscn").instantiate()self.add_child(menu_root)awaitawaitget_tree().create_timer(10.0).timeout self.remove_child(menu_root)menu_root.queue_free() 场景的查找 查找所有的子 代码语言:javascript 复制 varmenu_list=self.get_children(...
info("随机种子: ", seed_value) # 开始生成 var map_list = %maps.get_children() #var map_list = Maps.get_base_maps() map_list.shuffle() var tile_map := %current_tile_map as TileMap var room_coords_to_data = {} generate_rooms_map(room_coords_to_data, tile_map, ...
# 标记,删除旧房间_isWorking=true_astarPath=nullforroom in _roomContainer.get_children():room.queue_free()# 随机生成新的房间,尺寸随机randomize()fori inrange(roomCount):varroom:Room=roomScene.instance()varwidth:=randi()%(maxSize-minSize)+minSizevarheight:=randi()%(maxSize-minSize)+minSizevars...
A (slightly) opinionated ECS for Godot C#, built on top onFlecsandFlecs.NET. Core prinicples are providingEntity2DandWorldNodenodes that automatically register children as components. On each physics frame, the ECS world executes all systems. There are additionally nodes for other logic patterns:...
for child in self.buttons_container.get_children(): self.buttons_container.remove_child(child) for button in self.buttons: button.connect("interaction_button_pressed", self.on_interaction_id_change) self.buttons_container.add_child(button) ...
for room in _roomContainer.get_children(): room.queue_free() # 随机生成新的房间,尺寸随机 randomize() for i in range(roomCount): var room : Room = roomScene.instance() var width := randi() % (maxSize - minSize) + minSize
Fixed: getQueryUGCChildren() not working correctly; thanks to EIREXEVersion 3.14Added: inventory handle argument to various Inventory class functions, defaults to 0 to use internally store argument Changed: various Inventory class functions to send back the new inventory handle as well as storing it...
statusIndeterminate.children[i].style.borderTopColor = '#dfdfdf'; } } function setStatusMode(mode) { if (statusMode === mode || !initializing) { return; } [statusProgress, statusIndeterminate, statusNotice].forEach((elem) => { elem.style.display = 'none'; ...