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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.
32 lines
1.5 KiB
XML
32 lines
1.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="MultiMeshInstance2D" 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 instances a [MultiMesh] in 2D.
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</brief_description>
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<description>
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[MultiMeshInstance2D] is a specialized node to instance a [MultiMesh] resource in 2D.
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Usage is the same as [MultiMeshInstance3D].
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</description>
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<tutorials>
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</tutorials>
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<members>
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<member name="multimesh" type="MultiMesh" setter="set_multimesh" getter="get_multimesh">
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The [MultiMesh] that will be drawn by the [MultiMeshInstance2D].
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</member>
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<member name="normal_map" type="Texture2D" setter="set_normal_map" getter="get_normal_map">
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The normal map that will be used if using the default [CanvasItemMaterial].
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[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
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</member>
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<member name="texture" type="Texture2D" setter="set_texture" getter="get_texture">
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The [Texture2D] that will be used if using the default [CanvasItemMaterial]. Can be accessed as [code]TEXTURE[/code] in CanvasItem shader.
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</member>
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</members>
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<signals>
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<signal name="texture_changed">
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<description>
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Emitted when the [member texture] is changed.
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</description>
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</signal>
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</signals>
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</class>
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