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  • State design pattern

    State design pattern Introduction Script setup Project setup State design pattern Introduction Scripting a game can be difficult when there are many states that need to ha...
  • Texture Influence

    Texture Influence General Physics Hair Texture Influence Reference Panel: Texture ‣ Influence Texture influence settings. Defines the settings of a Particle system spat...
  • Texture Influence

    45 2024-08-11 《Blender 4.2 Manual》
    Texture Influence General Physics Hair Texture Influence Reference Panel: Texture ‣ Influence Defines the settings of a Particle system spatial with a texture. General T...
  • Texture Influence

    51 2024-06-27 《Blender 4.1 Manual》
    Texture Influence General Physics Hair Texture Influence Reference Panel: Texture ‣ Influence Defines the settings of a Particle system spatial with a texture. General T...
  • Physics introduction

    Physics introduction Collision objects Physics material Collision shapes Physics process callback Collision layers and masks GUI example Code example Area2D StaticBody2D R...
  • 12.6. 解析

    12.6. 解析 12.6. 解析 #parse 脚本元素允许页面设计员导入包含VTL的本地文件。 Velocity将解析和渲染指定的模板。 #parse( "me.vm" ) 就象 #include 指令,#parse 可以使用变量而不是一个实在的模板文件。#parse 引用的模板文件必须包含的TEMPLATE_ROOT指定的目录之下。...
  • Exporting

    Exporting Overview Preparing the project Export templates Export presets Exporting by platform PC (Linux/macOS/Windows) Android iOS HTML5 (web) Exporting Overview No...
  • Character animation

    Character animation Using the animation editor The float animation Controlling the animation in code Animating the mobs Work in progress The content of this page was not yet...
  • 2D particle systems

    2D particle systems Intro Particle nodes ParticleProcessMaterial Texture Using an animation flipbook Time parameters Lifetime One Shot Preprocess Speed Scale Explosiveness...
  • 使用代码移动玩家

    使用代码移动玩家 测试玩家的移动 添加摄像机 使用代码移动玩家 该轮到编写代码了!我们将使用先前创建的输入动作来移动角色。 右键单击 Player 节点,选择添加脚本为其添加一个新脚本。在弹出窗口中,先将模板设置为 Empty,后按下创建按钮 。 先定义类的属性。我们将定义移动速率(标量)、重力加速度,以及一个我们将用来移动角色的速度(向量...