可覆盖函数
Godot 的 Node 类提供了虚函数,你可以通过覆盖虚函数来在每帧或发生特定事件时更新节点,比如进入场景树时。
本文档中会展示你会经常用到的那些。
参见
这些函数在引擎内部会依赖 Godot 的底层通知系统。要了解相关学习,请参阅 Godot 通知。
Two functions allow you to initialize and get nodes besides the class’s constructor: _enter_tree()
and _ready()
.
节点进入场景树时就会被激活,引擎会调用其 _enter_tree()
方法。该节点的子项可能还不是活动场景的一部分。因为你可以从场景树中移除节点然后重新添加,在一个节点的生命期中,这个函数可能会被调用多次。
Most of the time, you’ll use _ready()
instead. This function is called only once in a node’s lifetime, after _enter_tree()
. _ready()
ensures that all children have entered the scene tree first, so you can safely call get_node()
on them.
参见
要学习更多关于节点引用的知识,请阅读 节点与场景实例。
Another related callback is _exit_tree()
, which the engine calls every time a node is about to exit the scene tree. This can be when you call Node.remove_child() or when you free a node.
GDScriptC#
# Called every time the node enters the scene tree.
func _enter_tree():
pass
# Called when both the node and its children have entered the scene tree.
func _ready():
pass
# Called when the node is about to leave the scene tree, after all its
# children received the _exit_tree() callback.
func _exit_tree():
pass
// Called every time the node enters the scene tree.
public override void _EnterTree()
{
base._EnterTree();
}
// Called when both the node and its children have entered the scene tree.
public override void _Ready()
{
base._Ready();
}
// Called when the node is about to leave the scene tree, after all its
// children.
public override void _ExitTree()
{
base._ExitTree();
}
虚函数 _process()
和 _physics_process()
可以分别用来对节点进行每帧和每物理帧的更新。要了解更多信息,请阅读专门的文档:空闲处理与物理处理。
GDScriptC#
# Called every frame.
func _process(delta):
pass
# Called every physics frame.
func _physics_process(delta):
pass
public override void _Process(double delta)
{
// Called every frame.
base._Process(delta);
}
public override void _PhysicsProcess(double delta)
{
// Called every physics frame.
base._PhysicsProcess(delta);
}
Two more essential built-in node callback functions are Node._unhandled_input() and Node._input(), which you use to both receive and process individual input events. The _unhandled_input()
method receives every key press, mouse click, etc. that have not been handled already in an _input()
callback or in a user interface component. You want to use it for gameplay input in general. The _input()
callback allows you to intercept and process input events before _unhandled_input()
gets them.
要学习更多关于 Godot 中输入的内容,请参阅输入章节。
GDScriptC#
# Called once for every event.
func _unhandled_input(event):
pass
# Called once for every event before _unhandled_input(), allowing you to
# consume some events.
func _input(event):
pass
// Called once for every event.
public override void _UnhandledInput(InputEvent @event)
{
base._UnhandledInput(@event);
}
// Called once for every event before _UnhandledInput(), allowing you to
// consume some events.
public override void _Input(InputEvent @event)
{
base._Input(@event);
}
There are some more overridable functions like Node._get_configuration_warnings(). Specialized node types provide more callbacks like CanvasItem._draw() to draw programmatically or Control._gui_input() to handle clicks and input on UI elements.
© 版权所有 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0). Revision b1c660f7
.
Built with Sphinx using a theme provided by Read the Docs.