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For the time being we don't support writing a description for those, preferring having all details in the method's description. Using self-closing tags saves half the lines, and prevents contributors from thinking that they should write the argument or return documentation there.
42 lines
1.6 KiB
XML
42 lines
1.6 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="VisibleOnScreenNotifier2D" inherits="Node2D" version="4.0">
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<brief_description>
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Detects when the node extents are visible on screen.
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</brief_description>
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<description>
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The VisibleOnScreenNotifier2D detects when it is visible on the screen. It also notifies when its bounding rectangle enters or exits the screen or a viewport.
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If you want nodes to be disabled automatically when they exit the screen, use [VisibleOnScreenEnabler2D] instead.
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</description>
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<tutorials>
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<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
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</tutorials>
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<methods>
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<method name="is_on_screen" qualifiers="const">
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<return type="bool" />
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<description>
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If [code]true[/code], the bounding rectangle is on the screen.
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[b]Note:[/b] It takes one frame for the node's visibility to be assessed once added to the scene tree, so this method will return [code]false[/code] right after it is instantiated, even if it will be on screen in the draw pass.
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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="rect" type="Rect2" setter="set_rect" getter="get_rect" default="Rect2(-10, -10, 20, 20)">
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The VisibleOnScreenNotifier2D's bounding rectangle.
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</member>
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</members>
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<signals>
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<signal name="screen_entered">
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<description>
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Emitted when the VisibleOnScreenNotifier2D enters the screen.
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</description>
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</signal>
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<signal name="screen_exited">
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<description>
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Emitted when the VisibleOnScreenNotifier2D exits the screen.
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</description>
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</signal>
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</signals>
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<constants>
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</constants>
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</class>
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