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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.
30 lines
2.1 KiB
XML
30 lines
2.1 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="CollisionShape2D" inherits="Node2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Node that represents collision shape data in 2D space.
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</brief_description>
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<description>
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Editor facility for creating and editing collision shapes in 2D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area2D] to give it a detection shape, or add it to a [PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject2D.shape_owner_get_shape] to get the actual shape.
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</description>
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<tutorials>
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<link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link>
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<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
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<link title="2D Pong Demo">https://godotengine.org/asset-library/asset/121</link>
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<link title="2D Kinematic Character Demo">https://godotengine.org/asset-library/asset/113</link>
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</tutorials>
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<members>
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<member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" default="false">
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A disabled collision shape has no effect in the world. This property should be changed with [method Object.set_deferred].
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</member>
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<member name="one_way_collision" type="bool" setter="set_one_way_collision" getter="is_one_way_collision_enabled" default="false">
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Sets whether this collision shape should only detect collision on one side (top or bottom).
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</member>
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<member name="one_way_collision_margin" type="float" setter="set_one_way_collision_margin" getter="get_one_way_collision_margin" default="1.0">
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The margin used for one-way collision (in pixels). Higher values will make the shape thicker, and work better for colliders that enter the shape at a high velocity.
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</member>
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<member name="shape" type="Shape2D" setter="set_shape" getter="get_shape">
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The actual shape owned by this collision shape.
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</member>
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</members>
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</class>
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