mirror of
https://github.com/godotengine/godot.git
synced 2024-12-27 11:24:59 +08:00
b68dd2e189
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.
23 lines
1.2 KiB
XML
23 lines
1.2 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
|
|
<class name="LightOccluder2D" inherits="Node2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
|
|
<brief_description>
|
|
Occludes light cast by a Light2D, casting shadows.
|
|
</brief_description>
|
|
<description>
|
|
Occludes light cast by a Light2D, casting shadows. The LightOccluder2D must be provided with an [OccluderPolygon2D] in order for the shadow to be computed.
|
|
</description>
|
|
<tutorials>
|
|
<link title="2D lights and shadows">$DOCS_URL/tutorials/2d/2d_lights_and_shadows.html</link>
|
|
</tutorials>
|
|
<members>
|
|
<member name="occluder" type="OccluderPolygon2D" setter="set_occluder_polygon" getter="get_occluder_polygon">
|
|
The [OccluderPolygon2D] used to compute the shadow.
|
|
</member>
|
|
<member name="occluder_light_mask" type="int" setter="set_occluder_light_mask" getter="get_occluder_light_mask" default="1">
|
|
The LightOccluder2D's occluder light mask. The LightOccluder2D will cast shadows only from Light2D(s) that have the same light mask(s).
|
|
</member>
|
|
<member name="sdf_collision" type="bool" setter="set_as_sdf_collision" getter="is_set_as_sdf_collision" default="true">
|
|
</member>
|
|
</members>
|
|
</class>
|