以下所描述的这些可覆写的函数,能够应用于节点:
GDScript
func _enter_tree(): # When the node enters the _Scene Tree_, it becomes active # and this function is called. Children nodes have not entered # the active scene yet. In general, it‘s better to use _ready() # for most cases. pass func _ready(): # This function is called after _enter_tree, but it ensures # that all children nodes have also entered the _Scene Tree_, # and became active. pass func _exit_tree(): # When the node exits the _Scene Tree_, this function is called. # Children nodes have all exited the _Scene Tree_ at this point # and all became inactive. pass func _process(delta): # This function is called every frame. pass func _physics_process(delta): # This is called every physics frame. pass
如前所诉,用这些函数替代通知系统是更好的选择。
创建节点
如果要用代码方式创建一个节点, 只需调用 .new()
方法即可,这也适用于其他的基于类的数据类型。举例说明:
GDScript
var s func _ready(): s = Sprite.new() # Create a new sprite! add_child(s) # Add it as a child of this node.
若要删除一个节点,无论其是否在场景树之内, free()
方法一定会被调用:
GDScript
func _someaction(): s.free() # Immediately removes the node from the scene and frees it.
当一个节点被释放时, 它也会释放其所有子节点。因此, 手动删除节点比看起来简单得多。释放基节点, 那么子树中的其他所有东西都会随之消失。
当我们要删除一个当前处于“阻塞”状态的节点时,就可能发生这种情况, 因为此时它正在发出信号或者在调用一个函数。这会导致游戏崩溃。使用调试器运行Godot通常能捕获这种情况并向你发出警告。
删除一个节点最安全的方法是使用 Node.queue_free()。这会在程序空闲时安全地擦除该节点。
GDScript
func _someaction(): s.queue_free() # Removes the node from the scene and frees it when it becomes safe to do so.
原文地址:https://www.cnblogs.com/empist/p/10200160.html
时间: 2024-10-29 21:48:25