<?xml version="1.0" encoding="UTF-8" ?> <class name="SkeletonModification2D" inherits="Resource" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> A resource that operates on [Bone2D] nodes in a [Skeleton2D]. </brief_description> <description> This resource provides an interface that can be expanded so code that operates on [Bone2D] nodes in a [Skeleton2D] can be mixed and matched together to create complex interactions. This is used to provide Godot with a flexible and powerful Inverse Kinematics solution that can be adapted for many different uses. </description> <tutorials> </tutorials> <methods> <method name="_draw_editor_gizmo" qualifiers="virtual"> <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 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" /> <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" /> <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" /> <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 [param min] and [param max] range. [param invert] 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" /> <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" /> <description> Returns whether this modification has been successfully setup or not. </description> </method> <method name="get_modification_stack"> <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" /> <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" /> <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> </method> </methods> <members> <member name="enabled" type="bool" setter="set_enabled" getter="get_enabled" default="true"> 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 available in certain execution modes. </member> </members> </class>