我正在阅读Godot引擎文档,发现了一些对我来说毫无意义的东西。
有人能解释一下弯曲括号中的(float(或(Type(在类之前的意思吗?
direction += (float)GD.RandRange(-Mathf.Pi / 4, Mathf.Pi / 4);
mob.Rotation = direction;
或
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);
}
它来自文章的主要游戏场景,这是Godot官方文档的一部分。
我找不到关于它的一些信息。
一些源代码或解释这一点的示例将非常好,请提前感谢。
这是一个类型转换。这与类或其类型无关,而是与函数调用的返回值有关。您没有给出完整的上下文,但我假设对GD.RandRange(-Mathf.Pi / 4, Mathf.Pi / 4);
的调用返回一个类型为double
的值,而变量direction
的类型是float
。由于不存在从double
到float
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类型float
。