Merge pull request #43246 from HaSa1002/docs-lang-5
Docs: Port code examples to C# (M, N, O, P, Q, R)
This commit is contained in:
commit
91dd6da2ff
14 changed files with 420 additions and 107 deletions
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@ -6,13 +6,22 @@
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<description>
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Adds a top, left, bottom, and right margin to all [Control] nodes that are direct children of the container. To control the [MarginContainer]'s margin, use the [code]margin_*[/code] theme properties listed below.
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[b]Note:[/b] Be careful, [Control] margin values are different than the constant margin values. If you want to change the custom margin values of the [MarginContainer] by code, you should use the following examples:
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[codeblock]
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[codeblocks]
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[gdscript]
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var margin_value = 100
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set("custom_constants/margin_top", margin_value)
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set("custom_constants/margin_left", margin_value)
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set("custom_constants/margin_bottom", margin_value)
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set("custom_constants/margin_right", margin_value)
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[/codeblock]
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[/gdscript]
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[csharp]
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int marginValue = 100;
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Set("custom_constants/margin_top", marginValue);
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Set("custom_constants/margin_left", marginValue);
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Set("custom_constants/margin_bottom", marginValue);
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Set("custom_constants/margin_right", marginValue);
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[/csharp]
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[/codeblocks]
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</description>
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<tutorials>
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</tutorials>
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@ -6,22 +6,41 @@
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<description>
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There are two ways to create polygons. Either by using the [method add_outline] method, or using the [method add_polygon] method.
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Using [method add_outline]:
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[codeblock]
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[codeblocks]
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[gdscript]
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var polygon = NavigationPolygon.new()
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var outline = PackedVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, 50), Vector2(50, 0)])
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polygon.add_outline(outline)
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polygon.make_polygons_from_outlines()
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$NavigationRegion2D.navpoly = polygon
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[/codeblock]
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[/gdscript]
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[csharp]
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var polygon = new NavigationPolygon();
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var outline = new Vector2[] { new Vector2(0, 0), new Vector2(0, 50), new Vector2(50, 50), new Vector2(50, 0) };
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polygon.AddOutline(outline);
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polygon.MakePolygonsFromOutlines();
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GetNode<NavigationRegion2D>("NavigationRegion2D").Navpoly = polygon;
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[/csharp]
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[/codeblocks]
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Using [method add_polygon] and indices of the vertices array.
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[codeblock]
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[codeblocks]
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[gdscript]
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var polygon = NavigationPolygon.new()
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var vertices = PackedVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, 50), Vector2(50, 0)])
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polygon.set_vertices(vertices)
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polygon.vertices = vertices
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var indices = PackedInt32Array(0, 3, 1)
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polygon.add_polygon(indices)
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$NavigationRegion2D.navpoly = polygon
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[/codeblock]
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[/gdscript]
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[csharp]
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var polygon = new NavigationPolygon();
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var vertices = new Vector2[] { new Vector2(0, 0), new Vector2(0, 50), new Vector2(50, 50), new Vector2(50, 0) };
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polygon.Vertices = vertices;
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var indices = new int[] { 0, 3, 1 };
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polygon.AddPolygon(indices);
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GetNode<NavigationRegion2D>("NavigationRegion2D").Navpoly = polygon;
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[/csharp]
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[/codeblocks]
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</description>
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<tutorials>
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<link title="2D Navigation Demo">https://godotengine.org/asset-library/asset/117</link>
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@ -130,11 +130,22 @@
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Adds a child node. Nodes can have any number of children, but every child must have a unique name. Child nodes are automatically deleted when the parent node is deleted, so an entire scene can be removed by deleting its topmost node.
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If [code]legible_unique_name[/code] is [code]true[/code], the child node will have an human-readable name based on the name of the node being instanced instead of its type.
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[b]Note:[/b] If the child node already has a parent, the function will fail. Use [method remove_child] first to remove the node from its current parent. For example:
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[codeblock]
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[codeblocks]
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[gdscript]
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var child_node = get_child(0)
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if child_node.get_parent():
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child_node.get_parent().remove_child(child_node)
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add_child(child_node)
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[/codeblock]
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[/gdscript]
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[csharp]
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Node childNode = GetChild(0);
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if (childNode.GetParent() != null)
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{
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childNode.GetParent().RemoveChild(childNode);
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}
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AddChild(childNode);
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[/csharp]
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[/codeblocks]
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If you need the child node to be added below a specific node in the list of children, use [method add_sibling] instead of this method.
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[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you must set [member owner] in addition to calling [method add_child]. This is typically relevant for [url=https://godot.readthedocs.io/en/latest/tutorials/misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor plugins[/url]. If [method add_child] is called without setting [member owner], the newly added [Node] will not be visible in the scene tree, though it will be visible in the 2D/3D view.
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</description>
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@ -275,12 +286,20 @@
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/root/Swamp/Goblin
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[/codeblock]
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Possible paths are:
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[codeblock]
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[codeblocks]
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[gdscript]
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get_node("Sword")
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get_node("Backpack/Dagger")
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get_node("../Swamp/Alligator")
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get_node("/root/MyGame")
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[/codeblock]
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[/gdscript]
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[csharp]
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GetNode("Sword");
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GetNode("Backpack/Dagger");
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GetNode("../Swamp/Alligator");
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GetNode("/root/MyGame");
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[/csharp]
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[/codeblocks]
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</description>
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</method>
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<method name="get_node_and_resource">
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@ -292,11 +311,18 @@
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Fetches a node and one of its resources as specified by the [NodePath]'s subname (e.g. [code]Area2D/CollisionShape2D:shape[/code]). If several nested resources are specified in the [NodePath], the last one will be fetched.
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The return value is an array of size 3: the first index points to the [Node] (or [code]null[/code] if not found), the second index points to the [Resource] (or [code]null[/code] if not found), and the third index is the remaining [NodePath], if any.
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For example, assuming that [code]Area2D/CollisionShape2D[/code] is a valid node and that its [code]shape[/code] property has been assigned a [RectangleShape2D] resource, one could have this kind of output:
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[codeblock]
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[codeblocks]
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[gdscript]
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print(get_node_and_resource("Area2D/CollisionShape2D")) # [[CollisionShape2D:1161], Null, ]
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print(get_node_and_resource("Area2D/CollisionShape2D:shape")) # [[CollisionShape2D:1161], [RectangleShape2D:1156], ]
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print(get_node_and_resource("Area2D/CollisionShape2D:shape:extents")) # [[CollisionShape2D:1161], [RectangleShape2D:1156], :extents]
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[/codeblock]
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[/gdscript]
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[csharp]
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GD.Print(GetNodeAndResource("Area2D/CollisionShape2D")); // [[CollisionShape2D:1161], Null, ]
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GD.Print(GetNodeAndResource("Area2D/CollisionShape2D:shape")); // [[CollisionShape2D:1161], [RectangleShape2D:1156], ]
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GD.Print(GetNodeAndResource("Area2D/CollisionShape2D:shape:extents")); // [[CollisionShape2D:1161], [RectangleShape2D:1156], :extents]
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[/csharp]
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[/codeblocks]
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</description>
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</method>
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<method name="get_node_or_null" qualifiers="const">
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@ -51,7 +51,7 @@
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The "subnames" optionally included after the path to the target node can point to resources or properties, and can also be nested.
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Examples of valid NodePaths (assuming that those nodes exist and have the referenced resources or properties):
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[codeblock]
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# Points to the Sprite2D node
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# Points to the Sprite2D node.
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"Path2D/PathFollow2D/Sprite2D"
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# Points to the Sprite2D node and its "texture" resource.
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# get_node() would retrieve "Sprite2D", while get_node_and_resource()
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@ -70,14 +70,23 @@
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<return type="NodePath">
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</return>
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<description>
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Returns a node path with a colon character ([code]:[/code]) prepended, transforming it to a pure property path with no node name (defaults to resolving from the current node).
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[codeblock]
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# This will be parsed as a node path to the "x" property in the "position" node
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Returns a node path with a colon character ([code]:[/code]) prepended, transforming it to a pure property path with no node name (defaults to resolving from the from the current node).
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[codeblocks]
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[gdscript]
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# This will be parsed as a node path to the "x" property in the "position" node.
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var node_path = NodePath("position:x")
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# This will be parsed as a node path to the "x" component of the "position" property in the current node
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# This will be parsed as a node path to the "x" component of the "position" property in the current node.
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var property_path = node_path.get_as_property_path()
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print(property_path) # :position:x
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[/codeblock]
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[/gdscript]
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[csharp]
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// This will be parsed as a node path to the "x" property in the "position" node.
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var nodePath = new NodePath("position:x");
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// This will be parsed as a node path to the "x" component of the "position" property in the current node.
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NodePath propertyPath = nodePath.GetAsPropertyPath();
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GD.Print(propertyPath); // :position:x
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[/csharp]
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[/codeblocks]
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</description>
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</method>
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<method name="get_concatenated_subnames">
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@ -85,10 +94,16 @@
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</return>
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<description>
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Returns all subnames concatenated with a colon character ([code]:[/code]) as separator, i.e. the right side of the first colon in a node path.
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[codeblock]
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[codeblocks]
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[gdscript]
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var nodepath = NodePath("Path2D/PathFollow2D/Sprite2D:texture:load_path")
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print(nodepath.get_concatenated_subnames()) # texture:load_path
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[/codeblock]
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[/gdscript]
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[csharp]
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var nodepath = new NodePath("Path2D/PathFollow2D/Sprite2D:texture:load_path");
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GD.Print(nodepath.GetConcatenatedSubnames()); // texture:load_path
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[/csharp]
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[/codeblocks]
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</description>
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</method>
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<method name="get_name">
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</argument>
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<description>
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Gets the node name indicated by [code]idx[/code] (0 to [method get_name_count]).
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[codeblock]
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[codeblocks]
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[gdscript]
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var node_path = NodePath("Path2D/PathFollow2D/Sprite2D")
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print(node_path.get_name(0)) # Path2D
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print(node_path.get_name(1)) # PathFollow2D
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print(node_path.get_name(2)) # Sprite
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[/codeblock]
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[/gdscript]
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[csharp]
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var nodePath = new NodePath("Path2D/PathFollow2D/Sprite2D");
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GD.Print(nodePath.GetName(0)); // Path2D
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GD.Print(nodePath.GetName(1)); // PathFollow2D
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GD.Print(nodePath.GetName(2)); // Sprite
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[/csharp]
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[/codeblocks]
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</description>
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</method>
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<method name="get_name_count">
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</argument>
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<description>
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Gets the resource or property name indicated by [code]idx[/code] (0 to [method get_subname_count]).
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[codeblock]
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[codeblocks]
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[gdscript]
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var node_path = NodePath("Path2D/PathFollow2D/Sprite2D:texture:load_path")
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print(node_path.get_subname(0)) # texture
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print(node_path.get_subname(1)) # load_path
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[/codeblock]
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[/gdscript]
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[csharp]
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var nodePath = new NodePath("Path2D/PathFollow2D/Sprite2D:texture:load_path");
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GD.Print(nodePath.GetSubname(0)); // texture
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GD.Print(nodePath.GetSubname(1)); // load_path
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[/csharp]
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[/codeblocks]
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</description>
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</method>
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<method name="get_subname_count">
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@ -85,18 +85,36 @@
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If [code]blocking[/code] is [code]false[/code], the Godot thread will continue while the new process runs. It is not possible to retrieve the shell output in non-blocking mode, so [code]output[/code] will be empty.
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The return value also depends on the blocking mode. When blocking, the method will return an exit code of the process. When non-blocking, the method returns a process ID, which you can use to monitor the process (and potentially terminate it with [method kill]). If the process forking (non-blocking) or opening (blocking) fails, the method will return [code]-1[/code] or another exit code.
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Example of blocking mode and retrieving the shell output:
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[codeblock]
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[codeblocks]
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[gdscript]
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var output = []
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var exit_code = OS.execute("ls", ["-l", "/tmp"], true, output)
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[/codeblock]
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[/gdscript]
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[csharp]
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var output = new Godot.Collections.Array();
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int exitCode = OS.Execute("ls", new string[] {"-l", "/tmp"}, true, output);
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[/csharp]
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[/codeblocks]
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Example of non-blocking mode, running another instance of the project and storing its process ID:
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[codeblock]
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[codeblocks]
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[gdscript]
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var pid = OS.execute(OS.get_executable_path(), [], false)
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[/codeblock]
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[/gdscript]
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[csharp]
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var pid = OS.Execute(OS.GetExecutablePath(), new string[] {}, false);
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[/csharp]
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[/codeblocks]
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If you wish to access a shell built-in or perform a composite command, a platform-specific shell can be invoked. For example:
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[codeblock]
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[codeblocks]
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[gdscript]
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var output = []
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OS.execute("CMD.exe", ["/C", "cd %TEMP% && dir"], true, output)
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[/codeblock]
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[/gdscript]
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[csharp]
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var output = new Godot.Collections.Array();
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OS.Execute("CMD.exe", new string[] {"/C", "cd %TEMP% && dir"}, true, output);
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[/csharp]
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[/codeblocks]
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[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and Windows.
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</description>
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</method>
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@ -118,13 +136,26 @@
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You can also incorporate environment variables using the [method get_environment] method.
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You can set [code]editor/main_run_args[/code] in the Project Settings to define command-line arguments to be passed by the editor when running the project.
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Here's a minimal example on how to parse command-line arguments into a dictionary using the [code]--key=value[/code] form for arguments:
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[codeblock]
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[codeblocks]
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[gdscript]
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var arguments = {}
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for argument in OS.get_cmdline_args():
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if argument.find("=") > -1:
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var key_value = argument.split("=")
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arguments[key_value[0].lstrip("--")] = key_value[1]
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[/codeblock]
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[/gdscript]
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[csharp]
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var arguments = new Godot.Collections.Dictionary();
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foreach (var argument in OS.GetCmdlineArgs())
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{
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if (argument.Find("=") > -1)
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{
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string[] keyValue = argument.Split("=");
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arguments[keyValue[0].LStrip("--")] = keyValue[1];
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||||
}
|
||||
}
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||||
[/csharp]
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||||
[/codeblocks]
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||||
</description>
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||||
</method>
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<method name="get_connected_midi_inputs">
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|
|
|
@ -5,12 +5,20 @@
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|||
</brief_description>
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||||
<description>
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||||
The [PCKPacker] is used to create packages that can be loaded into a running project using [method ProjectSettings.load_resource_pack].
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||||
[codeblock]
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||||
[codeblocks]
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||||
[gdscript]
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var packer = PCKPacker.new()
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||||
packer.pck_start("test.pck")
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||||
packer.add_file("res://text.txt", "text.txt")
|
||||
packer.flush()
|
||||
[/codeblock]
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||||
[/gdscript]
|
||||
[csharp]
|
||||
var packer = new PCKPacker();
|
||||
packer.PckStart("test.pck");
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||||
packer.AddFile("res://text.txt", "text.txt");
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||||
packer.Flush();
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||||
[/csharp]
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||||
[/codeblocks]
|
||||
The above [PCKPacker] creates package [code]test.pck[/code], then adds a file named [code]text.txt[/code] at the root of the package.
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||||
</description>
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||||
<tutorials>
|
||||
|
|
|
@ -135,10 +135,16 @@
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|||
</return>
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||||
<description>
|
||||
Returns a hexadecimal representation of this array as a [String].
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||||
[codeblock]
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||||
[codeblocks]
|
||||
[gdscript]
|
||||
var array = PackedByteArray([11, 46, 255])
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||||
print(array.hex_encode()) # Prints: 0b2eff
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||||
[/codeblock]
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||||
[/gdscript]
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||||
[csharp]
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||||
var array = new byte[] {11, 46, 255};
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||||
GD.Print(array.HexEncode()); // Prints: 0b2eff
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||||
[/csharp]
|
||||
[/codeblocks]
|
||||
</description>
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||||
</method>
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||||
<method name="insert">
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||||
|
|
|
@ -8,14 +8,23 @@
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|||
Can be used to save a node to a file. When saving, the node as well as all the node it owns get saved (see [code]owner[/code] property on [Node]).
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||||
[b]Note:[/b] The node doesn't need to own itself.
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||||
[b]Example of loading a saved scene:[/b]
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||||
[codeblock]
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||||
# Use `load()` instead of `preload()` if the path isn't known at compile-time.
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||||
[codeblocks]
|
||||
[gdscript]
|
||||
# Use load() instead of preload() if the path isn't known at compile-time.
|
||||
var scene = preload("res://scene.tscn").instance()
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||||
# Add the node as a child of the node the script is attached to.
|
||||
add_child(scene)
|
||||
[/codeblock]
|
||||
[/gdscript]
|
||||
[csharp]
|
||||
// C# has no preload, so you have to always use ResourceLoader.Load<PackedScene>().
|
||||
var scene = ResourceLoader.Load<PackedScene>("res://scene.tscn").Instance();
|
||||
// Add the node as a child of the node the script is attached to.
|
||||
AddChild(scene);
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||||
[/csharp]
|
||||
[/codeblocks]
|
||||
[b]Example of saving a node with different owners:[/b] The following example creates 3 objects: [code]Node2D[/code] ([code]node[/code]), [code]RigidBody2D[/code] ([code]rigid[/code]) and [code]CollisionObject2D[/code] ([code]collision[/code]). [code]collision[/code] is a child of [code]rigid[/code] which is a child of [code]node[/code]. Only [code]rigid[/code] is owned by [code]node[/code] and [code]pack[/code] will therefore only save those two nodes, but not [code]collision[/code].
|
||||
[codeblock]
|
||||
[codeblocks]
|
||||
[gdscript]
|
||||
# Create the objects.
|
||||
var node = Node2D.new()
|
||||
var rigid = RigidBody2D.new()
|
||||
|
@ -27,15 +36,41 @@
|
|||
|
||||
# Change owner of `rigid`, but not of `collision`.
|
||||
rigid.owner = node
|
||||
|
||||
var scene = PackedScene.new()
|
||||
|
||||
# Only `node` and `rigid` are now packed.
|
||||
var result = scene.pack(node)
|
||||
if result == OK:
|
||||
var error = ResourceSaver.save("res://path/name.scn", scene) # Or "user://..."
|
||||
var error = ResourceSaver.save("res://path/name.tscn", scene) # Or "user://..."
|
||||
if error != OK:
|
||||
push_error("An error occurred while saving the scene to disk.")
|
||||
[/codeblock]
|
||||
[/gdscript]
|
||||
[csharp]
|
||||
// Create the objects.
|
||||
var node = new Node2D();
|
||||
var rigid = new RigidBody2D();
|
||||
var collision = new CollisionShape2D();
|
||||
|
||||
// Create the object hierarchy.
|
||||
rigid.AddChild(collision);
|
||||
node.AddChild(rigid);
|
||||
|
||||
// Change owner of `rigid`, but not of `collision`.
|
||||
rigid.Owner = node;
|
||||
var scene = new PackedScene();
|
||||
|
||||
// Only `node` and `rigid` are now packed.
|
||||
Error result = scene.Pack(node);
|
||||
if (result == Error.Ok)
|
||||
{
|
||||
Error error = ResourceSaver.Save("res://path/name.tscn", scene); // Or "user://..."
|
||||
if (error != Error.Ok)
|
||||
{
|
||||
GD.PushError("An error occurred while saving the scene to disk.");
|
||||
}
|
||||
}
|
||||
[/csharp]
|
||||
[/codeblocks]
|
||||
</description>
|
||||
<tutorials>
|
||||
<link title="2D Role Playing Game Demo">https://godotengine.org/asset-library/asset/520</link>
|
||||
|
|
|
@ -124,17 +124,36 @@
|
|||
<description>
|
||||
Waits for a packet to arrive on the listening port. See [method listen].
|
||||
[b]Note:[/b] [method wait] can't be interrupted once it has been called. This can be worked around by allowing the other party to send a specific "death pill" packet like this:
|
||||
[codeblock]
|
||||
# Server
|
||||
socket.set_dest_address("127.0.0.1", 789)
|
||||
socket.put_packet("Time to stop".to_ascii())
|
||||
[codeblocks]
|
||||
[gdscript]
|
||||
socket = PacketPeerUDP.new()
|
||||
# Server
|
||||
socket.set_dest_address("127.0.0.1", 789)
|
||||
socket.put_packet("Time to stop".to_ascii())
|
||||
|
||||
# Client
|
||||
while socket.wait() == OK:
|
||||
var data = socket.get_packet().get_string_from_ascii()
|
||||
if data == "Time to stop":
|
||||
return
|
||||
[/codeblock]
|
||||
# Client
|
||||
while socket.wait() == OK:
|
||||
var data = socket.get_packet().get_string_from_ascii()
|
||||
if data == "Time to stop":
|
||||
return
|
||||
[/gdscript]
|
||||
[csharp]
|
||||
var socket = new PacketPeerUDP();
|
||||
// Server
|
||||
socket.SetDestAddress("127.0.0.1", 789);
|
||||
socket.PutPacket("Time To Stop".ToAscii());
|
||||
|
||||
// Client
|
||||
while (socket.Wait() == OK)
|
||||
{
|
||||
string data = socket.GetPacket().GetStringFromASCII();
|
||||
if (data == "Time to stop")
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
[/csharp]
|
||||
[/codeblocks]
|
||||
</description>
|
||||
</method>
|
||||
</methods>
|
||||
|
|
|
@ -24,14 +24,53 @@
|
|||
</argument>
|
||||
<description>
|
||||
Adds a custom monitor with name same as id. You can specify the category of monitor using '/' in id. If there are more than one '/' then default category is used. Default category is "Custom".
|
||||
[codeblock]
|
||||
Performance.add_custom_monitor("MyCategory/MyMonitor", some_callable) # Adds monitor with name "MyName" to category "MyCategory"
|
||||
Performance.add_custom_monitor("MyMonitor", some_callable) # Adds monitor with name "MyName" to category "Custom"
|
||||
# Note: "MyCategory/MyMonitor" and "MyMonitor" have same name but different ids so above code is valid
|
||||
Performance.add_custom_monitor("Custom/MyMonitor", some_callable) # Adds monitor with name "MyName" to category "Custom"
|
||||
# Note: "MyMonitor" and "Custom/MyMonitor" have same name and same category but different ids so above code is valid
|
||||
Performance.add_custom_monitor("MyCategoryOne/MyCategoryTwo/MyMonitor", some_callable) # Adds monitor with name "MyCategoryOne/MyCategoryTwo/MyMonitor" to category "Custom"
|
||||
[/codeblock]
|
||||
[codeblocks]
|
||||
[gdscript]
|
||||
func _ready():
|
||||
var monitor_value = Callable(self, "get_monitor_value")
|
||||
|
||||
# Adds monitor with name "MyName" to category "MyCategory".
|
||||
Performance.add_custom_monitor("MyCategory/MyMonitor", monitor_value)
|
||||
|
||||
# Adds monitor with name "MyName" to category "Custom".
|
||||
# Note: "MyCategory/MyMonitor" and "MyMonitor" have same name but different ids so the code is valid.
|
||||
Performance.add_custom_monitor("MyMonitor", monitor_value)
|
||||
|
||||
# Adds monitor with name "MyName" to category "Custom".
|
||||
# Note: "MyMonitor" and "Custom/MyMonitor" have same name and same category but different ids so the code is valid.
|
||||
Performance.add_custom_monitor("Custom/MyMonitor", monitor_value)
|
||||
|
||||
# Adds monitor with name "MyCategoryOne/MyCategoryTwo/MyMonitor" to category "Custom".
|
||||
Performance.add_custom_monitor("MyCategoryOne/MyCategoryTwo/MyMonitor", monitor_value)
|
||||
|
||||
func get_monitor_value():
|
||||
return randi() % 25
|
||||
[/gdscript]
|
||||
[csharp]
|
||||
public override void _Ready()
|
||||
{
|
||||
var monitorValue = new Callable(this, nameof(GetMonitorValue));
|
||||
|
||||
// Adds monitor with name "MyName" to category "MyCategory".
|
||||
Performance.AddCustomMonitor("MyCategory/MyMonitor", monitorValue);
|
||||
// Adds monitor with name "MyName" to category "Custom".
|
||||
// Note: "MyCategory/MyMonitor" and "MyMonitor" have same name but different ids so the code is valid.
|
||||
Performance.AddCustomMonitor("MyMonitor", monitorValue);
|
||||
|
||||
// Adds monitor with name "MyName" to category "Custom".
|
||||
// Note: "MyMonitor" and "Custom/MyMonitor" have same name and same category but different ids so the code is valid.
|
||||
Performance.AddCustomMonitor("Custom/MyMonitor", monitorValue);
|
||||
|
||||
// Adds monitor with name "MyCategoryOne/MyCategoryTwo/MyMonitor" to category "Custom".
|
||||
Performance.AddCustomMonitor("MyCategoryOne/MyCategoryTwo/MyMonitor", monitorValue);
|
||||
}
|
||||
|
||||
public int GetMonitorValue()
|
||||
{
|
||||
return GD.Randi() % 25;
|
||||
}
|
||||
[/csharp]
|
||||
[/codeblocks]
|
||||
The debugger calls the callable to get the value of custom monitor. The callable must return a number.
|
||||
Callables are called with arguments supplied in argument array.
|
||||
[b]Note:[/b] It throws an error if given id is already present.
|
||||
|
@ -61,9 +100,14 @@
|
|||
</argument>
|
||||
<description>
|
||||
Returns the value of one of the available monitors. You should provide one of the [enum Monitor] constants as the argument, like this:
|
||||
[codeblock]
|
||||
print(Performance.get_monitor(Performance.TIME_FPS)) # Prints the FPS to the console
|
||||
[/codeblock]
|
||||
[codeblocks]
|
||||
[gdscript]
|
||||
print(Performance.get_monitor(Performance.TIME_FPS)) # Prints the FPS to the console.
|
||||
[/gdscript]
|
||||
[csharp]
|
||||
GD.Print(Performance.GetMonitor(Performance.Monitor.TimeFps)); // Prints the FPS to the console.
|
||||
[/csharp]
|
||||
[/codeblocks]
|
||||
</description>
|
||||
</method>
|
||||
<method name="get_monitor_modification_time">
|
||||
|
|
|
@ -34,19 +34,34 @@
|
|||
</member>
|
||||
<member name="shape_rid" type="RID" setter="set_shape_rid" getter="get_shape_rid">
|
||||
The queried shape's [RID] that will be used for collision/intersection queries. Use this over [member shape] if you want to optimize for performance using the Servers API:
|
||||
[codeblock]
|
||||
var shape_rid = PhysicsServer2D.circle_shape_create()
|
||||
var radius = 64
|
||||
PhysicsServer2D.shape_set_data(shape_rid, radius)
|
||||
[codeblocks]
|
||||
[gdscript]
|
||||
var shape_rid = PhysicsServer2D.circle_shape_create()
|
||||
var radius = 64
|
||||
PhysicsServer2D.shape_set_data(shape_rid, radius)
|
||||
|
||||
var params = PhysicsShapeQueryParameters2D.new()
|
||||
params.shape_rid = shape_rid
|
||||
var params = PhysicsShapeQueryParameters2D.new()
|
||||
params.shape_rid = shape_rid
|
||||
|
||||
# Execute physics queries here...
|
||||
# Execute physics queries here...
|
||||
|
||||
# Release the shape when done with physics queries.
|
||||
PhysicsServer2D.free_rid(shape_rid)
|
||||
[/codeblock]
|
||||
# Release the shape when done with physics queries.
|
||||
PhysicsServer2D.free_rid(shape_rid)
|
||||
[/gdscript]
|
||||
[csharp]
|
||||
RID shapeRid = PhysicsServer2D.CircleShapeCreate();
|
||||
int radius = 64;
|
||||
PhysicsServer2D.ShapeSetData(shapeRid, radius);
|
||||
|
||||
var params = new PhysicsShapeQueryParameters2D();
|
||||
params.ShapeRid = shapeRid;
|
||||
|
||||
// Execute physics queries here...
|
||||
|
||||
// Release the shape when done with physics queries.
|
||||
PhysicsServer2D.FreeRid(shapeRid);
|
||||
[/csharp]
|
||||
[/codeblocks]
|
||||
</member>
|
||||
<member name="transform" type="Transform2D" setter="set_transform" getter="get_transform" default="Transform2D( 1, 0, 0, 1, 0, 0 )">
|
||||
The queried shape's transform matrix.
|
||||
|
|
|
@ -31,19 +31,34 @@
|
|||
</member>
|
||||
<member name="shape_rid" type="RID" setter="set_shape_rid" getter="get_shape_rid">
|
||||
The queried shape's [RID] that will be used for collision/intersection queries. Use this over [member shape] if you want to optimize for performance using the Servers API:
|
||||
[codeblock]
|
||||
var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)
|
||||
var radius = 2.0
|
||||
PhysicsServer3D.shape_set_data(shape_rid, radius)
|
||||
[codeblocks]
|
||||
[gdscript]
|
||||
var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)
|
||||
var radius = 2.0
|
||||
PhysicsServer3D.shape_set_data(shape_rid, radius)
|
||||
|
||||
var params = PhysicsShapeQueryParameters3D.new()
|
||||
params.shape_rid = shape_rid
|
||||
var params = PhysicsShapeQueryParameters3D.new()
|
||||
params.shape_rid = shape_rid
|
||||
|
||||
# Execute physics queries here...
|
||||
# Execute physics queries here...
|
||||
|
||||
# Release the shape when done with physics queries.
|
||||
PhysicsServer3D.free_rid(shape_rid)
|
||||
[/codeblock]
|
||||
# Release the shape when done with physics queries.
|
||||
PhysicsServer3D.free_rid(shape_rid)
|
||||
[/gdscript]
|
||||
[csharp]
|
||||
RID shapeRid = PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);
|
||||
float radius = 2.0f;
|
||||
PhysicsServer3D.ShapeSetData(shapeRid, radius);
|
||||
|
||||
var params = new PhysicsShapeQueryParameters3D();
|
||||
params.ShapeRid = shapeRid;
|
||||
|
||||
// Execute physics queries here...
|
||||
|
||||
// Release the shape when done with physics queries.
|
||||
PhysicsServer3D.FreeRid(shapeRid);
|
||||
[/csharp]
|
||||
[/codeblocks]
|
||||
</member>
|
||||
<member name="transform" type="Transform" setter="set_transform" getter="get_transform" default="Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )">
|
||||
The queried shape's transform matrix.
|
||||
|
|
|
@ -14,11 +14,18 @@
|
|||
</return>
|
||||
<description>
|
||||
Returns mesh arrays used to constitute surface of [Mesh]. The result can be passed to [method ArrayMesh.add_surface_from_arrays] to create a new surface. For example:
|
||||
[codeblock]
|
||||
var c := CylinderMesh.new()
|
||||
var arr_mesh := ArrayMesh.new()
|
||||
[codeblocks]
|
||||
[gdscript]
|
||||
var c = CylinderMesh.new()
|
||||
var arr_mesh = ArrayMesh.new()
|
||||
arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, c.get_mesh_arrays())
|
||||
[/codeblock]
|
||||
[/gdscript]
|
||||
[csharp]
|
||||
var c = new CylinderMesh();
|
||||
var arrMesh = new ArrayMesh();
|
||||
arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, c.GetMeshArrays());
|
||||
[/csharp]
|
||||
[/codeblocks]
|
||||
</description>
|
||||
</method>
|
||||
</methods>
|
||||
|
|
|
@ -25,7 +25,8 @@
|
|||
- [code]type[/code]: [int] (see [enum Variant.Type])
|
||||
- optionally [code]hint[/code]: [int] (see [enum PropertyHint]) and [code]hint_string[/code]: [String]
|
||||
[b]Example:[/b]
|
||||
[codeblock]
|
||||
[codeblocks]
|
||||
[gdscript]
|
||||
ProjectSettings.set("category/property_name", 0)
|
||||
|
||||
var property_info = {
|
||||
|
@ -36,7 +37,21 @@
|
|||
}
|
||||
|
||||
ProjectSettings.add_property_info(property_info)
|
||||
[/codeblock]
|
||||
[/gdscript]
|
||||
[csharp]
|
||||
ProjectSettings.Singleton.Set("category/property_name", 0);
|
||||
|
||||
var propertyInfo = new Godot.Collections.Dictionary
|
||||
{
|
||||
{"name", "category/propertyName"},
|
||||
{"type", Variant.Type.Int},
|
||||
{"hint", PropertyHint.Enum},
|
||||
{"hint_string", "one,two,three"},
|
||||
};
|
||||
|
||||
ProjectSettings.AddPropertyInfo(propertyInfo);
|
||||
[/csharp]
|
||||
[/codeblocks]
|
||||
</description>
|
||||
</method>
|
||||
<method name="clear">
|
||||
|
@ -65,9 +80,14 @@
|
|||
<description>
|
||||
Returns the value of a setting.
|
||||
[b]Example:[/b]
|
||||
[codeblock]
|
||||
[codeblocks]
|
||||
[gdscript]
|
||||
print(ProjectSettings.get_setting("application/config/name"))
|
||||
[/codeblock]
|
||||
[/gdscript]
|
||||
[csharp]
|
||||
GD.Print(ProjectSettings.GetSetting("application/config/name"));
|
||||
[/csharp]
|
||||
[/codeblocks]
|
||||
</description>
|
||||
</method>
|
||||
<method name="globalize_path" qualifiers="const">
|
||||
|
@ -178,9 +198,14 @@
|
|||
<description>
|
||||
Sets the value of a setting.
|
||||
[b]Example:[/b]
|
||||
[codeblock]
|
||||
[codeblocks]
|
||||
[gdscript]
|
||||
ProjectSettings.set_setting("application/config/name", "Example")
|
||||
[/codeblock]
|
||||
[/gdscript]
|
||||
[csharp]
|
||||
ProjectSettings.SetSetting("application/config/name", "Example");
|
||||
[/csharp]
|
||||
[/codeblocks]
|
||||
</description>
|
||||
</method>
|
||||
</methods>
|
||||
|
@ -895,18 +920,30 @@
|
|||
<member name="physics/2d/default_gravity" type="int" setter="" getter="" default="98">
|
||||
The default gravity strength in 2D.
|
||||
[b]Note:[/b] This property is only read when the project starts. To change the default gravity at runtime, use the following code sample:
|
||||
[codeblock]
|
||||
[codeblocks]
|
||||
[gdscript]
|
||||
# Set the default gravity strength to 98.
|
||||
PhysicsServer2D.area_set_param(get_viewport().find_world_2d().get_space(), PhysicsServer2D.AREA_PARAM_GRAVITY, 98)
|
||||
[/codeblock]
|
||||
PhysicsServer2D.area_set_param(get_viewport().find_world_2d().space, PhysicsServer2D.AREA_PARAM_GRAVITY, 98)
|
||||
[/gdscript]
|
||||
[csharp]
|
||||
// Set the default gravity strength to 98.
|
||||
PhysicsServer2D.AreaSetParam(GetViewport().FindWorld2d().Space, PhysicsServer2D.AreaParameter.Gravity, 98);
|
||||
[/csharp]
|
||||
[/codeblocks]
|
||||
</member>
|
||||
<member name="physics/2d/default_gravity_vector" type="Vector2" setter="" getter="" default="Vector2( 0, 1 )">
|
||||
The default gravity direction in 2D.
|
||||
[b]Note:[/b] This property is only read when the project starts. To change the default gravity vector at runtime, use the following code sample:
|
||||
[codeblock]
|
||||
[codeblocks]
|
||||
[gdscript]
|
||||
# Set the default gravity direction to `Vector2(0, 1)`.
|
||||
PhysicsServer2D.area_set_param(get_viewport().find_world_2d().get_space(), PhysicsServer2D.AREA_PARAM_GRAVITY_VECTOR, Vector2(0, 1))
|
||||
[/codeblock]
|
||||
PhysicsServer2D.area_set_param(get_viewport().find_world_2d().space, PhysicsServer2D.AREA_PARAM_GRAVITY_VECTOR, Vector2.DOWN)
|
||||
[/gdscript]
|
||||
[csharp]
|
||||
// Set the default gravity direction to `Vector2(0, 1)`.
|
||||
PhysicsServer2D.AreaSetParam(GetViewport().FindWorld2d().Space, PhysicsServer2D.AreaParameter.GravityVector, Vector2.Down)
|
||||
[/csharp]
|
||||
[/codeblocks]
|
||||
</member>
|
||||
<member name="physics/2d/default_linear_damp" type="float" setter="" getter="" default="0.1">
|
||||
The default linear damp in 2D.
|
||||
|
@ -942,18 +979,30 @@
|
|||
<member name="physics/3d/default_gravity" type="float" setter="" getter="" default="9.8">
|
||||
The default gravity strength in 3D.
|
||||
[b]Note:[/b] This property is only read when the project starts. To change the default gravity at runtime, use the following code sample:
|
||||
[codeblock]
|
||||
[codeblocks]
|
||||
[gdscript]
|
||||
# Set the default gravity strength to 9.8.
|
||||
PhysicsServer3D.area_set_param(get_viewport().find_world().get_space(), PhysicsServer3D.AREA_PARAM_GRAVITY, 9.8)
|
||||
[/codeblock]
|
||||
PhysicsServer3D.area_set_param(get_viewport().find_world().space, PhysicsServer3D.AREA_PARAM_GRAVITY, 9.8)
|
||||
[/gdscript]
|
||||
[csharp]
|
||||
// Set the default gravity strength to 9.8.
|
||||
PhysicsServer3D.AreaSetParam(GetViewport().FindWorld().Space, PhysicsServer3D.AreaParameter.Gravity, 9.8);
|
||||
[/csharp]
|
||||
[/codeblocks]
|
||||
</member>
|
||||
<member name="physics/3d/default_gravity_vector" type="Vector3" setter="" getter="" default="Vector3( 0, -1, 0 )">
|
||||
The default gravity direction in 3D.
|
||||
[b]Note:[/b] This property is only read when the project starts. To change the default gravity vector at runtime, use the following code sample:
|
||||
[codeblock]
|
||||
[codeblocks]
|
||||
[gdscript]
|
||||
# Set the default gravity direction to `Vector3(0, -1, 0)`.
|
||||
PhysicsServer3D.area_set_param(get_viewport().find_world().get_space(), PhysicsServer3D.AREA_PARAM_GRAVITY_VECTOR, Vector3(0, -1, 0))
|
||||
[/codeblock]
|
||||
PhysicsServer3D.area_set_param(get_viewport().find_world().get_space(), PhysicsServer3D.AREA_PARAM_GRAVITY_VECTOR, Vector3.DOWN)
|
||||
[/gdscript]
|
||||
[csharp]
|
||||
// Set the default gravity direction to `Vector3(0, -1, 0)`.
|
||||
PhysicsServer3D.AreaSetParam(GetViewport().FindWorld().Space, PhysicsServer3D.AreaParameter.GravityVector, Vector3.Down)
|
||||
[/csharp]
|
||||
[/codeblocks]
|
||||
</member>
|
||||
<member name="physics/3d/default_linear_damp" type="float" setter="" getter="" default="0.1">
|
||||
The default linear damp in 3D.
|
||||
|
|
Loading…
Reference in a new issue