内置类型:Array、Vector2、int、String、... 引擎Class:Node、Resource,Reference、... 指定脚本资源的Constant Names:const MyScript = preload("res://my_script.gd") 同个脚本中的其他Class 使用class_name关键字声明的脚本Class Autoloads registered as singletons(?暂时没有看懂原文的这句) 静态变量属于Class...
IntPtr intPtr = NativeFuncs.godotsharp_internal_unmanaged_get_script_instance_managed(unmanaged, out var r_has_cs_script_instance); if (intPtr != IntPtr.Zero) return (GodotObject)GCHandle.FromIntPtr(intPtr).Target; if (r_has_cs_script_instance.ToBool()) return null; intPtr = Nat...
Timer.cs:279 @ bool Godot.Timer.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name&, Godot.NativeInterop.NativeVariantPtrArgs, Godot.NativeInterop.godot_variant&)WorldTimer_ScriptMethods.generated.cs:38 @ bool WorldTimer.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name&, Godot.Native...
var haha:int =123haha ="awd"# Error: String 不能转换成 int 类型。 给变量haha后面加了个冒号和int,那么haha变量就成了一个int类型的了,他就只能存放整数。 下面多看几个例子: var arg:int =22var items:Array = [1,2,"3",false] var friends:Array[String] = ["You","Self"] var KV:Diction...
for node in node_array: node.add_to_group("Cool_Group") # This has an effect" 这段代码是在讲解在遍历字符串数组和节点数组时的不同行为。让我们逐行解释:for string in string_array: string = "Hello World" # 这没有效果在这里,代码试图遍历一个字符串数组(string_array),并将每个字符串设为 "...
(file_path:String,data_format:int=BYTES,default_data:Dictionary={})->DataFile:constKEY=&"DataFile_datas"ifnot Engine.has_meta(KEY):Engine.set_meta(KEY,{})make_dir_if_not_exists(file_path.get_base_dir())vardata:Dictionary=Engine.get_meta(KEY)ifnot data.has(file_path):vardata_file=...
{if(unmanaged==IntPtr.Zero)returnnull;IntPtrintPtr=NativeFuncs.godotsharp_internal_unmanaged_get_script_instance_managed(unmanaged,outvarr_has_cs_script_instance);if(intPtr!=IntPtr.Zero)return(GodotObject)GCHandle.FromIntPtr(intPtr).Target;if(r_has_cs_script_instance.ToBool())returnnull;int...
String *, void *p_props, int32_t p_count); using FuncScriptManagerBridge_GetPropertyDefaultValues = void(GD_CLR_STDCALL *)(CSharpScript *, Callback_ScriptManagerBridge_GetPropertyDefaultValues_Add); using FuncCSharpInstanceBridge_Call = bool(GD_CLR_STDCALL *)(GCHandleIntPtr, const StringName ...
int:整型,可以包含正整数和负整数 float:浮点型,包含浮点值 String:unicode格式的字符序列,包含标准的C转义序列 矢量内置类型 Vector2/Size2 2D矢量类型,包含x和y字段,能够访问可读的宽和高字段,也能做为数组被访问。 Rect2 2D矩形类型,包含两个矢量字段,“pos”和“size”,另外还包含一个“pos+size”的“end...
Add support for placeholder_script_instance_create/update by @dsnopek in #1225 [SCons] Move the GodotCPP build to its own tool. by @Faless in #1190 Fix Object::notification order (cpp-bindings) by @Sauermann in #1151 Fix formatting of compatibility_minimum examples by @AThousandShips in ...