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2d20fc39aa
We already removed it from the online docs with #35132. Currently it can only be "Built-In Types" (Variant types) or "Core" (everything else), which is of limited use. We might also want to consider dropping it from `ClassDB` altogether in Godot 4.0.
41 lines
1.9 KiB
XML
41 lines
1.9 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="RemoteTransform" inherits="Spatial" version="3.2">
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<brief_description>
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RemoteTransform pushes its own [Transform] to another [Spatial] derived Node in the scene.
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</brief_description>
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<description>
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RemoteTransform pushes its own [Transform] to another [Spatial] derived Node (called the remote node) in the scene.
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It can be set to update another Node's position, rotation and/or scale. It can use either global or local coordinates.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="force_update_cache">
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<return type="void">
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</return>
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<description>
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[RemoteTransform] caches the remote node. It may not notice if the remote node disappears; [method force_update_cache] forces it to update the cache again.
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</description>
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</method>
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</methods>
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<members>
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<member name="remote_path" type="NodePath" setter="set_remote_node" getter="get_remote_node" default="NodePath("")">
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The [NodePath] to the remote node, relative to the RemoteTransform's position in the scene.
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</member>
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<member name="update_position" type="bool" setter="set_update_position" getter="get_update_position" default="true">
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If [code]true[/code], the remote node's position is updated.
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</member>
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<member name="update_rotation" type="bool" setter="set_update_rotation" getter="get_update_rotation" default="true">
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If [code]true[/code], the remote node's rotation is updated.
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</member>
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<member name="update_scale" type="bool" setter="set_update_scale" getter="get_update_scale" default="true">
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If [code]true[/code], the remote node's scale is updated.
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</member>
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<member name="use_global_coordinates" type="bool" setter="set_use_global_coordinates" getter="get_use_global_coordinates" default="true">
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If [code]true[/code], global coordinates are used. If [code]false[/code], local coordinates are used.
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</member>
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</members>
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<constants>
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</constants>
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</class>
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