Editor tell other nodes what data is going to be passed throug some structs
that are
are converted to dictionaries.
These structs usually have this format:
{type, value, origin}
#include <NewPing.h> | |
/*Aqui se configuran los pines donde debemos conectar el sensor*/ | |
#define TRIGGER_PIN 12 | |
#define ECHO_PIN 11 | |
#define MAX_DISTANCE 200 | |
/*Crear el objeto de la clase NewPing*/ | |
NewPing sonar(TRIGGER_PIN, ECHO_PIN, MAX_DISTANCE); |
extends Node | |
func _ready() -> void: | |
var tmln := Timeline.new() | |
var eve1 := EventCharacterJoin.new() | |
var eve2 := EventCharacterChangeExpression.new() | |
var eve3 := EventCharacterLeave.new() | |
var eve4 := EventWait.new() | |
eve4.wait_time = 4 |
tool | |
extends Container | |
#class_name FlowContainer | |
## Modified version of | |
## https://github.com/godotengine/godot/pull/56104 to be used in versions previous 3.5 | |
## by AnidemDex | |
## Use it as you want |
## Emmited when the process start. | |
## Is a good idea to update your nodes according to | |
## the generated total_steps | |
signal started() | |
## Emmited when the process ends. | |
signal ended() | |
## Emmited everytime the processor reach the chunk limit and will start | |
## another chunk of load. |