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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.
62 lines
3.7 KiB
XML
62 lines
3.7 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="CanvasItemMaterial" inherits="Material" 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 material for [CanvasItem]s.
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</brief_description>
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<description>
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[CanvasItemMaterial]s provide a means of modifying the textures associated with a CanvasItem. They specialize in describing blend and lighting behaviors for textures. Use a [ShaderMaterial] to more fully customize a material's interactions with a [CanvasItem].
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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="blend_mode" type="int" setter="set_blend_mode" getter="get_blend_mode" enum="CanvasItemMaterial.BlendMode" default="0">
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The manner in which a material's rendering is applied to underlying textures.
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</member>
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<member name="light_mode" type="int" setter="set_light_mode" getter="get_light_mode" enum="CanvasItemMaterial.LightMode" default="0">
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The manner in which material reacts to lighting.
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</member>
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<member name="particles_anim_h_frames" type="int" setter="set_particles_anim_h_frames" getter="get_particles_anim_h_frames">
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The number of columns in the spritesheet assigned as [Texture2D] for a [GPUParticles2D] or [CPUParticles2D].
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[b]Note:[/b] This property is only used and visible in the editor if [member particles_animation] is [code]true[/code].
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</member>
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<member name="particles_anim_loop" type="bool" setter="set_particles_anim_loop" getter="get_particles_anim_loop">
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If [code]true[/code], the particles animation will loop.
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[b]Note:[/b] This property is only used and visible in the editor if [member particles_animation] is [code]true[/code].
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</member>
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<member name="particles_anim_v_frames" type="int" setter="set_particles_anim_v_frames" getter="get_particles_anim_v_frames">
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The number of rows in the spritesheet assigned as [Texture2D] for a [GPUParticles2D] or [CPUParticles2D].
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[b]Note:[/b] This property is only used and visible in the editor if [member particles_animation] is [code]true[/code].
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</member>
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<member name="particles_animation" type="bool" setter="set_particles_animation" getter="get_particles_animation" default="false">
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If [code]true[/code], enable spritesheet-based animation features when assigned to [GPUParticles2D] and [CPUParticles2D] nodes. The [member ParticlesMaterial.anim_speed_max] or [member CPUParticles2D.anim_speed_max] should also be set to a positive value for the animation to play.
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This property (and other [code]particles_anim_*[/code] properties that depend on it) has no effect on other types of nodes.
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</member>
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</members>
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<constants>
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<constant name="BLEND_MODE_MIX" value="0" enum="BlendMode">
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Mix blending mode. Colors are assumed to be independent of the alpha (opacity) value.
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</constant>
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<constant name="BLEND_MODE_ADD" value="1" enum="BlendMode">
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Additive blending mode.
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</constant>
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<constant name="BLEND_MODE_SUB" value="2" enum="BlendMode">
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Subtractive blending mode.
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</constant>
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<constant name="BLEND_MODE_MUL" value="3" enum="BlendMode">
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Multiplicative blending mode.
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</constant>
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<constant name="BLEND_MODE_PREMULT_ALPHA" value="4" enum="BlendMode">
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Mix blending mode. Colors are assumed to be premultiplied by the alpha (opacity) value.
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</constant>
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<constant name="LIGHT_MODE_NORMAL" value="0" enum="LightMode">
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Render the material using both light and non-light sensitive material properties.
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</constant>
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<constant name="LIGHT_MODE_UNSHADED" value="1" enum="LightMode">
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Render the material as if there were no light.
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</constant>
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<constant name="LIGHT_MODE_LIGHT_ONLY" value="2" enum="LightMode">
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Render the material as if there were only light.
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</constant>
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</constants>
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</class>
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