diff options
Diffstat (limited to 'doc/classes/SkeletonModification2D.xml')
-rw-r--r-- | doc/classes/SkeletonModification2D.xml | 55 |
1 files changed, 19 insertions, 36 deletions
diff --git a/doc/classes/SkeletonModification2D.xml b/doc/classes/SkeletonModification2D.xml index 8596dac76e..cff55b6a17 100644 --- a/doc/classes/SkeletonModification2D.xml +++ b/doc/classes/SkeletonModification2D.xml @@ -11,81 +11,64 @@ </tutorials> <methods> <method name="_draw_editor_gizmo" qualifiers="virtual"> - <return type="void"> - </return> + <return type="void" /> <description> - Used for drawing [b]editor-only[/b] modification gizmos. This function will only be called in the Godot editor and can be overriden to draw custom gizmos. + Used for drawing [b]editor-only[/b] modification gizmos. This function will only be called in the Godot editor and can be overridden to draw custom gizmos. [b]Note:[/b] You will need to use the Skeleton2D from [method SkeletonModificationStack2D.get_skeleton] and it's draw functions, as the [SkeletonModification2D] resource cannot draw on its own. </description> </method> <method name="_execute" qualifiers="virtual"> - <return type="void"> - </return> - <argument index="0" name="delta" type="float"> - </argument> + <return type="void" /> + <argument index="0" name="delta" type="float" /> <description> Executes the given modification. This is where the modification performs whatever function it is designed to do. </description> </method> <method name="_setup_modification" qualifiers="virtual"> - <return type="void"> - </return> - <argument index="0" name="modification_stack" type="SkeletonModificationStack2D"> - </argument> + <return type="void" /> + <argument index="0" name="modification_stack" type="SkeletonModificationStack2D" /> <description> Called when the modification is setup. This is where the modification performs initialization. </description> </method> <method name="clamp_angle"> - <return type="float"> - </return> - <argument index="0" name="angle" type="float"> - </argument> - <argument index="1" name="min" type="float"> - </argument> - <argument index="2" name="max" type="float"> - </argument> - <argument index="3" name="invert" type="bool"> - </argument> + <return type="float" /> + <argument index="0" name="angle" type="float" /> + <argument index="1" name="min" type="float" /> + <argument index="2" name="max" type="float" /> + <argument index="3" name="invert" type="bool" /> <description> Takes a angle and clamps it so it is within the passed-in [code]min[/code] and [code]max[/code] range. [code]invert[/code] will inversely clamp the angle, clamping it to the range outside of the given bounds. </description> </method> <method name="get_editor_draw_gizmo" qualifiers="const"> - <return type="bool"> - </return> + <return type="bool" /> <description> Returns whether this modification will call [method _draw_editor_gizmo] in the Godot editor to draw modification-specific gizmos. </description> </method> <method name="get_is_setup" qualifiers="const"> - <return type="bool"> - </return> + <return type="bool" /> <description> Returns whether this modification has been successfully setup or not. </description> </method> <method name="get_modification_stack"> - <return type="SkeletonModificationStack2D"> - </return> + <return type="SkeletonModificationStack2D" /> <description> Returns the [SkeletonModificationStack2D] that this modification is bound to. Through the modification stack, you can access the Skeleton3D the modification is operating on. </description> </method> <method name="set_editor_draw_gizmo"> - <return type="void"> - </return> - <argument index="0" name="draw_gizmo" type="bool"> - </argument> + <return type="void" /> + <argument index="0" name="draw_gizmo" type="bool" /> <description> Sets whether this modification will call [method _draw_editor_gizmo] in the Godot editor to draw modification-specific gizmos. </description> </method> <method name="set_is_setup"> - <return type="void"> - </return> - <argument index="0" name="is_setup" type="bool"> - </argument> + <return type="void" /> + <argument index="0" name="is_setup" type="bool" /> <description> Manually allows you to set the setup state of the modification. This function should only rarely be used, as the [SkeletonModificationStack2D] the modification is bound to should handle setting the modification up. </description> @@ -96,7 +79,7 @@ If [code]true[/code], the modification's [method _execute] function will be called by the [SkeletonModificationStack2D]. </member> <member name="execution_mode" type="int" setter="set_execution_mode" getter="get_execution_mode" default="0"> - The execution mode for the modification. This tells the modification stack when to execute the modification. Some modifications have settings that are only availible in certain execution modes. + The execution mode for the modification. This tells the modification stack when to execute the modification. Some modifications have settings that are only available in certain execution modes. </member> </members> <constants> |