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-rw-r--r--doc/classes/SkeletonModification2D.xml16
1 files changed, 8 insertions, 8 deletions
diff --git a/doc/classes/SkeletonModification2D.xml b/doc/classes/SkeletonModification2D.xml
index 8ce9bf5731..c9171ead51 100644
--- a/doc/classes/SkeletonModification2D.xml
+++ b/doc/classes/SkeletonModification2D.xml
@@ -19,24 +19,24 @@
</method>
<method name="_execute" qualifiers="virtual">
<return type="void" />
- <argument index="0" name="delta" type="float" />
+ <param 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" />
- <argument index="0" name="modification_stack" type="SkeletonModificationStack2D" />
+ <param 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" />
- <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" />
+ <param index="0" name="angle" type="float" />
+ <param index="1" name="min" type="float" />
+ <param index="2" name="max" type="float" />
+ <param 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>
@@ -61,14 +61,14 @@
</method>
<method name="set_editor_draw_gizmo">
<return type="void" />
- <argument index="0" name="draw_gizmo" type="bool" />
+ <param 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" />
- <argument index="0" name="is_setup" type="bool" />
+ <param 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>