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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.
57 lines
2.6 KiB
XML
57 lines
2.6 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="SkeletonModification2DPhysicalBones" inherits="SkeletonModification2D" 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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A modification that applies the transforms of [PhysicalBone2D] nodes to [Bone2D] nodes.
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</brief_description>
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<description>
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This modification takes the transforms of [PhysicalBone2D] nodes and applies them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics thanks to the linked [PhysicalBone2D] nodes.
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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="fetch_physical_bones">
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<return type="void" />
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<description>
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Empties the list of [PhysicalBone2D] nodes and populates it will all [PhysicalBone2D] nodes that are children of the [Skeleton2D].
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</description>
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</method>
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<method name="get_physical_bone_node" qualifiers="const">
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<return type="NodePath" />
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<argument index="0" name="joint_idx" type="int" />
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<description>
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Returns the [PhysicalBone2D] node at [code]joint_idx[/code].
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</description>
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</method>
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<method name="set_physical_bone_node">
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<return type="void" />
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<argument index="0" name="joint_idx" type="int" />
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<argument index="1" name="physicalbone2d_node" type="NodePath" />
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<description>
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Sets the [PhysicalBone2D] node at [code]joint_idx[/code].
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[b]Note:[/b] This is just the index used for this modification, not the bone index used in the [Skeleton2D].
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</description>
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</method>
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<method name="start_simulation">
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<return type="void" />
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<argument index="0" name="bones" type="StringName[]" default="[]" />
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<description>
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Tell the [PhysicalBone2D] nodes to start simulating and interacting with the physics world.
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Optionally, an array of bone names can be passed to this function, and that will cause only [PhysicalBone2D] nodes with those names to start simulating.
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</description>
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</method>
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<method name="stop_simulation">
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<return type="void" />
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<argument index="0" name="bones" type="StringName[]" default="[]" />
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<description>
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Tell the [PhysicalBone2D] nodes to stop simulating and interacting with the physics world.
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Optionally, an array of bone names can be passed to this function, and that will cause only [PhysicalBone2D] nodes with those names to stop simulating.
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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="physical_bone_chain_length" type="int" setter="set_physical_bone_chain_length" getter="get_physical_bone_chain_length" default="0">
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The amount of [PhysicalBone2D] nodes linked in this modification.
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</member>
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</members>
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</class>
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