.Kill(); // 创建新动画 _currentTween = CreateTween(); Vector2 targetPosition = new Vector2(index * -320f, 4f); // 使用浮点数 _currentTween.TweenProperty(hboxContainer, "position", targetPosition, 0.3f) .SetEase(Tween.EaseType.Out) .SetTrans(Tween.TransitionType.Quad); } //这里是点击...
vara# Data type is 'null' by default.varb=5varmy_vector2:Vector2# : 之后声明类型varmy_node:Node=Sprite2D.new()varmy_vector2:=Vector2()# 如果初始化的时候可以推断类型 可以省略类型名称varmy_node:=Sprite2D.new() 变量的有效类型: 内置类型:Array、Vector2、int、String、... 引擎Class:Node、...
vertex) # 清除原数据 array_mesh.clear_surfaces() # 将修改过的顶点数据写入 d...
GodotObject.GetPtr(this));}// 我们调用了这些调解 API 调用的函数internalunsafestaticGodotObjectgodot_icall_0_51(IntPtrmethod,IntPtrptr){godot_ref godot_ref=default(godot
(except the comments and theThread.set_thread_safety_checks_enabled(false)). The problematic part is the$Bbecause you're using a node inside the scene tree and for append a value in a typed array the engine needs to check if that value is valid, but for this the engine rely on a ...
private void OnDataReceived(Godot.Collections.Array players) { foreach (var item in players) { var player = item.As<PlayerData>(); GD.Print($"收到玩家ID: {player.Id}, 手机号: {player.Phone},创建时间: {player.CreateTime},登陆时间: {player.LastLogin},设备ID:{player.DeviceId}"); }...
PackedFloat32Array: These functions have newly been bound for 4.4 (#95930, cc@aaronfranke). I've only just realized they haven't been around longer. operator[]subscript in GDScript normally goes throughvariant_setget.cpp, which makes bounds checks. The waysetandgetwere bound currently does ...
# 信号处理函数func_files_dropped(files:PoolStringArray,from_screen:int):print(files)print(from_screen) 此时,运行场景后,从外部拖入文件或文件夹,可以看到Godot编辑器底部打印出相应的files数组的内容和from_screen的数值。 [C:\Users\Lenovo\Downloads\导出.png,C:\Users\Lenovo\Downloads\导出表单-导出结果...
varstate: States=States.ON_GROUND: set=set_state# We have two different gravity values, one for the character on the ground and one for when gliding.varbase_gravity :=4000.0varglide_gravity :=400.0# This is the current gravity, which is applied to the character every frame.varcurrent_gravi...
surface_tool.create_from(array_mesh, 0) # 设置曲面材质 surface_tool.set_material(preload...