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This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
165 lines
5.4 KiB
XML
165 lines
5.4 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="bool" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Boolean built-in type.
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</brief_description>
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<description>
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Boolean is a built-in type. There are two boolean values: [code]true[/code] and [code]false[/code]. You can think of it as a switch with on or off (1 or 0) setting. Booleans are used in programming for logic in condition statements, like [code]if[/code] statements.
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Booleans can be directly used in [code]if[/code] statements. The code below demonstrates this on the [code]if can_shoot:[/code] line. You don't need to use [code]== true[/code], you only need [code]if can_shoot:[/code]. Similarly, use [code]if not can_shoot:[/code] rather than [code]== false[/code].
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[codeblocks]
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[gdscript]
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var _can_shoot = true
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func shoot():
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if _can_shoot:
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pass # Perform shooting actions here.
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[/gdscript]
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[csharp]
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private bool _canShoot = true;
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public void Shoot()
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{
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if (_canShoot)
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{
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// Perform shooting actions here.
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}
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}
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[/csharp]
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[/codeblocks]
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The following code will only create a bullet if both conditions are met: action "shoot" is pressed and if [code]can_shoot[/code] is [code]true[/code].
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[b]Note:[/b] [code]Input.is_action_pressed("shoot")[/code] is also a boolean that is [code]true[/code] when "shoot" is pressed and [code]false[/code] when "shoot" isn't pressed.
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[codeblocks]
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[gdscript]
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var _can_shoot = true
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func shoot():
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if _can_shoot and Input.is_action_pressed("shoot"):
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create_bullet()
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[/gdscript]
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[csharp]
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private bool _canShoot = true;
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public void Shoot()
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{
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if (_canShoot && Input.IsActionPressed("shoot"))
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{
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CreateBullet();
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}
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}
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[/csharp]
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[/codeblocks]
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The following code will set [code]can_shoot[/code] to [code]false[/code] and start a timer. This will prevent player from shooting until the timer runs out. Next [code]can_shoot[/code] will be set to [code]true[/code] again allowing player to shoot once again.
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[codeblocks]
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[gdscript]
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var _can_shoot = true
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@onready var _cool_down = $CoolDownTimer
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func shoot():
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if _can_shoot and Input.is_action_pressed("shoot"):
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create_bullet()
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_can_shoot = false
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_cool_down.start()
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func _on_CoolDownTimer_timeout():
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_can_shoot = true
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[/gdscript]
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[csharp]
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private bool _canShoot = true;
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private Timer _coolDown;
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public override void _Ready()
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{
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_coolDown = GetNode<Timer>("CoolDownTimer");
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}
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public void Shoot()
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{
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if (_canShoot && Input.IsActionPressed("shoot"))
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{
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CreateBullet();
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_canShoot = false;
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_coolDown.Start();
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}
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}
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public void OnCoolDownTimerTimeout()
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{
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_canShoot = true;
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}
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[/csharp]
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[/codeblocks]
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</description>
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<tutorials>
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</tutorials>
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<constructors>
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<constructor name="bool">
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<return type="bool" />
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<description>
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Constructs a default-initialized [bool] set to [code]false[/code].
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</description>
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</constructor>
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<constructor name="bool">
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<return type="bool" />
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<argument index="0" name="from" type="bool" />
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<description>
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Constructs a [bool] as a copy of the given [bool].
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</description>
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</constructor>
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<constructor name="bool">
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<return type="bool" />
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<argument index="0" name="from" type="float" />
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<description>
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Cast a [float] value to a boolean value, this method will return [code]false[/code] if [code]0.0[/code] is passed in, and [code]true[/code] for all other floats.
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</description>
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</constructor>
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<constructor name="bool">
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<return type="bool" />
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<argument index="0" name="from" type="int" />
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<description>
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Cast an [int] value to a boolean value, this method will return [code]false[/code] if [code]0[/code] is passed in, and [code]true[/code] for all other ints.
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</description>
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</constructor>
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</constructors>
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<operators>
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<operator name="operator !=">
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<return type="bool" />
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<description>
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</description>
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</operator>
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<operator name="operator !=">
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<return type="bool" />
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<argument index="0" name="right" type="bool" />
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<description>
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Returns [code]true[/code] if two bools are different, i.e. one is [code]true[/code] and the other is [code]false[/code].
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</description>
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</operator>
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<operator name="operator <">
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<return type="bool" />
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<argument index="0" name="right" type="bool" />
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<description>
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Returns [code]true[/code] if the left operand is [code]false[/code] and the right operand is [code]true[/code].
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</description>
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</operator>
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<operator name="operator ==">
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<return type="bool" />
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<description>
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Returns [code]true[/code] if two bools are equal, i.e. both are [code]true[/code] or both are [code]false[/code].
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</description>
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</operator>
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<operator name="operator ==">
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<return type="bool" />
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<argument index="0" name="right" type="bool" />
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<description>
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Returns [code]true[/code] if two bools are equal, i.e. both are [code]true[/code] or both are [code]false[/code].
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</description>
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</operator>
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<operator name="operator >">
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<return type="bool" />
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<argument index="0" name="right" type="bool" />
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<description>
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Returns [code]true[/code] if the left operand is [code]true[/code] and the right operand is [code]false[/code].
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</description>
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</operator>
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</operators>
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</class>
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