方向 += (float)GD.RandRange(-Mathf.Pi / 4, Mathf.Pi / 4); c# 这里的 (float) 是什么意思?

发布于 2025-01-16 05:32:25 字数 1709 浏览 1 评论 0原文

我正在阅读 Godot 引擎文档,发现一些对我来说毫无意义的内容。

有人可以解释一下弯括号中的(float)或(Type)类之前意味着什么吗?

direction += (float)GD.RandRange(-Mathf.Pi / 4, Mathf.Pi / 4);
mob.Rotation = direction;

或者

var mob = (Mob)MobScene.Instance();

这是代码片段:

public void OnMobTimerTimeout()
{
    // Note: Normally it is best to use explicit types rather than the `var`
    // keyword. However, var is acceptable to use here because the types are
    // obviously Mob and PathFollow2D, since they appear later on the line.

    // Create a new instance of the Mob scene.
    var mob = (Mob)MobScene.Instance();

    // Choose a random location on Path2D.
    var mobSpawnLocation = GetNode<PathFollow2D>("MobPath/MobSpawnLocation");
    mobSpawnLocation.Offset = GD.Randi();

    // Set the mob's direction perpendicular to the path direction.
    float direction = mobSpawnLocation.Rotation + Mathf.Pi / 2;

    // Set the mob's position to a random location.
    mob.Position = mobSpawnLocation.Position;

    // Add some randomness to the direction.
    direction += (float)GD.RandRange(-Mathf.Pi / 4, Mathf.Pi / 4);
    mob.Rotation = direction;

    // Choose the velocity.
    var velocity = new Vector2((float)GD.RandRange(150.0, 250.0), 0);
    mob.LinearVelocity = velocity.Rotated(direction);

    // Spawn the mob by adding it to the Main scene.
    AddChild(mob);
}

它来自文章主要游戏场景是Godot官方文档的一部分。

我找不到有关它的一些信息。

一些解释这一点的来源或示例会很棒,提前致谢。

I am reading the Godot Engine documentation and saw something that makes no sense to me.

Can somebody explain what a (float) or (Type) in curved brackets means before a class?

direction += (float)GD.RandRange(-Mathf.Pi / 4, Mathf.Pi / 4);
mob.Rotation = direction;

OR

var mob = (Mob)MobScene.Instance();

This is the code snippet:

public void OnMobTimerTimeout()
{
    // Note: Normally it is best to use explicit types rather than the `var`
    // keyword. However, var is acceptable to use here because the types are
    // obviously Mob and PathFollow2D, since they appear later on the line.

    // Create a new instance of the Mob scene.
    var mob = (Mob)MobScene.Instance();

    // Choose a random location on Path2D.
    var mobSpawnLocation = GetNode<PathFollow2D>("MobPath/MobSpawnLocation");
    mobSpawnLocation.Offset = GD.Randi();

    // Set the mob's direction perpendicular to the path direction.
    float direction = mobSpawnLocation.Rotation + Mathf.Pi / 2;

    // Set the mob's position to a random location.
    mob.Position = mobSpawnLocation.Position;

    // Add some randomness to the direction.
    direction += (float)GD.RandRange(-Mathf.Pi / 4, Mathf.Pi / 4);
    mob.Rotation = direction;

    // Choose the velocity.
    var velocity = new Vector2((float)GD.RandRange(150.0, 250.0), 0);
    mob.LinearVelocity = velocity.Rotated(direction);

    // Spawn the mob by adding it to the Main scene.
    AddChild(mob);
}

It is from the article The main game scene which is part of the official documentation of Godot.

I could not find some information about it.

Some Source or examples that explains this would be great, thanks in advance.

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烟─花易冷 2025-01-23 05:32:25

这是一个类型转换。它与类或其类型无关,而是与函数调用的返回值有关。您没有提供完整的上下文,但我假设调用 GD.RandRange(-Mathf.Pi / 4, Mathf.Pi / 4); 返回一个 double 类型的值 code> 且变量 direction 的类型为 float。由于没有从 doublefloat 的隐式转换,因此需要显式转换。 (float) 正是这样做的:它将 RandRange 方法调用的返回值转换为 float 类型。

It's a type cast. It's not about the class or its type, but about the return value of the function call. You don't give full context, but I assume the call to GD.RandRange(-Mathf.Pi / 4, Mathf.Pi / 4); returns a value of type double and the variable direction is of type float. Since there's no implicit conversion from double to float an explicit conversion is required. (float) does exactly that: It converts the return value of the RandRange method call to type float.

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