godot-start/scene/demo03_lifecycle/script/parent.gd

42 lines
1.2 KiB
GDScript
Raw Blame History

This file contains ambiguous Unicode characters!

This file contains ambiguous Unicode characters that may be confused with others in your current locale. If your use case is intentional and legitimate, you can safely ignore this warning. Use the Escape button to highlight these characters.

extends Node2D
const NodeUtils = preload("res://zfoo/util/NodeUtils.gd")
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.
print("parent _enter_tree")
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.
print("parent _ready")
$DeleteButton.connect("pressed", Callable(self, "deleteSubNode1"))
func _exit_tree():
# When the node exits the Scene Tree, this function is called.
# Children nodes have all exited the Scene Tree at this point
# and all became inactive.
print("parent _exit_tree")
func deleteSubNode1():
var root = get_tree().root
root.remove_child(self)
#注意monitor监视窗口的object变化和node变化由于组合一个节点可能包含多个对象
#self.queue_free()
#remove_child只能移除子节点无法移除子节点的子节点
#get_tree().root.remove_child(self)
#remove_child($SubNode1)
#先增加再删除
#root.add_child(self)
#为了简单,可以使用统一的封装方法,门面模式
#NodeUtils.removeNode(self)