godot/doc/classes/Skeleton2D.xml

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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Skeleton2D" inherits="Node2D" version="4.0">
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<brief_description>
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Skeleton for 2D characters and animated objects.
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</brief_description>
<description>
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Skeleton2D parents a hierarchy of [Bone2D] objects. It is a requirement of [Bone2D]. Skeleton2D holds a reference to the rest pose of its children and acts as a single point of access to its bones.
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</description>
<tutorials>
<link title="2D skeletons">https://docs.godotengine.org/en/latest/tutorials/animation/2d_skeletons.html</link>
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</tutorials>
<methods>
<method name="get_bone">
<return type="Bone2D">
</return>
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<argument index="0" name="idx" type="int">
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</argument>
<description>
Returns a [Bone2D] from the node hierarchy parented by Skeleton2D. The object to return is identified by the parameter [code]idx[/code]. Bones are indexed by descending the node hierarchy from top to bottom, adding the children of each branch before moving to the next sibling.
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</description>
</method>
<method name="get_bone_count" qualifiers="const">
<return type="int">
</return>
<description>
Returns the number of [Bone2D] nodes in the node hierarchy parented by Skeleton2D.
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</description>
</method>
<method name="get_skeleton" qualifiers="const">
<return type="RID">
</return>
<description>
Returns the [RID] of a Skeleton2D instance.
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</description>
</method>
</methods>
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<signals>
<signal name="bone_setup_changed">
<description>
</description>
</signal>
</signals>
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<constants>
</constants>
</class>