49 lines
1.4 KiB
GDScript
49 lines
1.4 KiB
GDScript
extends Node2D
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func _enter_tree():
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# When the node enters the Scene Tree, it becomes active
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# and this function is called. Children nodes have not entered
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# the active scene yet. In general, it's better to use _ready()
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# for most cases.
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print("sub node1 _enter_tree")
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func _ready():
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# This function is called after _enter_tree, but it ensures
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# that all children nodes have also entered the Scene Tree,
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# and became active.
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print("sub node1 _ready")
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#nodeUsage()
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func _exit_tree():
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# When the node exits the Scene Tree, this function is called.
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# Children nodes have all exited the Scene Tree at this point
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# and all became inactive.
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print("sub node1 _exit_tree")
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# 申明和存储节点,等价于在_ready()下赋值
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@onready var readySubNode = $SubNode2
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func nodeUsage():
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# 获取当前节点
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var currentNode1 = $"."
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var currentNode2 = self
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# 获取父节点
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var parentNode1 = get_parent()
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var parentNode2 = $"../"
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# 获取子节点
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var subNode1 = $SubNode2
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var subNode2 = $"SubNode2"
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var subNode3 = get_node("SubNode2")
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# 根节点查找法,会返回节点树从上到下找到的第一个节点
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var subNode4 = get_tree().root.find_node("SubNode2", true, false)
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print(currentNode1.name)
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print(currentNode2.name)
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print(parentNode1.name)
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print(parentNode2.name)
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print(subNode1.name)
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print(subNode2.name)
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print(subNode3.name)
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print(subNode4.name)
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