0) # 设置曲面材质 surface_tool.set_material(preload("res://terrain.material")) #...
设置选项卡可以看作是对TileSetAtlasSource的基础设置,这里可以指定TileSetAtlasSource的ID、名称、纹理、边距、图块间距、纹理区域大小和是否使用纹理内边。 上图所示的六边形Tileset中,尽管TileSize设置为32*32。但TileSetAtlasSource的纹理区域大小则设置为32*48,才能保证其在游戏中可以正常显示: 类似例子在Tilemap使...
仅供参考 usingGodot;usingliu102401.Utils;usingNewtonsoft.Json;usingNewtonsoft.Json.Linq;usingNUnit.Framework;usingNUnit.Framework.Interfaces;usingNUnit.Framework.Internal;usingPeaky.Coroutines;usingSystem;usingSystem.Collections;usingSystem.Collections.Generic;usingSystem.IO;usingSystem.Linq;usingSystem.Reflectio...
//这里我们要将屏幕设置为1280x760分辨率,并设置为窗口 _windowSize = new Vector2(1280, 760); GetTree().Root.SetDeferred("size", _windowSize); GetWindow().Mode = Window.ModeEnum.Windowed; // 居中窗口 DisplayServer.WindowSetPosition( DisplayServer.ScreenGetPosition() + (DisplayServer.ScreenGetSi...
Ineditor/editor_properties_array_dict.cppat line 449, we can see that its maximum value is indeedINT32_MAX: size_slider->set_max(INT32_MAX); This number is so large that even with the slider justbarelymoved off to the right, the array is being given over 5,000,000 elements. There ...
set(val):texture_position=valqueue_redraw()@exportvartexture_scale:=Vector2.ONE:## 纹理缩放值set(val):texture_scale=valqueue_redraw()@export_range(-360,360,1)vartexture_rotation_degree:=0:## 纹理旋转set(val):texture_rotation_degree=valqueue_redraw()@exportvarfill_color:=Color.WHITE:set(...
Changed: array deletions for Clang, thanks to SapphireMH Changed: initializing char text, thanks to SapphireMH Fixed: createQueryUserUGCRequest() being commented out accidentally Fixed: logic check for setOverlayNotificationPosition(), thanks to SapphireMH Fixed: UTF8 not being handled correctly in ...
Sorry, I know this is like the third time I've changed how configuration works, but I think this is finally the correct solution for plugin configuration. It still uses the sameImGuiConfigresource, but this is a much simpler way to set which config resource you want to use. ...
15. export(int,"Warrior","Magician","Thief") var character_class # (editor will set them as 0,1 and 2) # (编辑器将设置他们为0,1,2) 16. export(String,"Rebecca","Mary","Leah") var character_name 17. 18. # strings as paths # 做为路径的字符串 ...
interpolate_property(self, "position", position, position + moves[facing] * tile_size, 0.6, Tween.TRANS_LINEAR, Tween.EASE_IN_OUT) $MoveTween.start() return true func _on_MoveTween_tween_completed( object, key ): can_move = true RPGmaker类自动地图在godot中使用 新建Tiledmap,新建TileSet...