<?xml version="1.0" encoding="UTF-8" ?> <class name="SkeletonModificationStack2D" 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 holds a stack of [SkeletonModification2D]s. </brief_description> <description> This resource is used by the Skeleton and holds a stack of [SkeletonModification2D]s. This controls the order of the modifications and how they are applied. Modification order is especially important for full-body IK setups, as you need to execute the modifications in the correct order to get the desired results. For example, you want to execute a modification on the spine [i]before[/i] the arms on a humanoid skeleton. This resource also controls how strongly all of the modifications are applied to the [Skeleton2D]. </description> <tutorials> </tutorials> <methods> <method name="add_modification"> <return type="void" /> <param index="0" name="modification" type="SkeletonModification2D" /> <description> Adds the passed-in [SkeletonModification2D] to the stack. </description> </method> <method name="delete_modification"> <return type="void" /> <param index="0" name="mod_idx" type="int" /> <description> Deletes the [SkeletonModification2D] at the index position [param mod_idx], if it exists. </description> </method> <method name="enable_all_modifications"> <return type="void" /> <param index="0" name="enabled" type="bool" /> <description> Enables all [SkeletonModification2D]s in the stack. </description> </method> <method name="execute"> <return type="void" /> <param index="0" name="delta" type="float" /> <param index="1" name="execution_mode" type="int" /> <description> Executes all of the [SkeletonModification2D]s in the stack that use the same execution mode as the passed-in [param execution_mode], starting from index [code]0[/code] to [member modification_count]. [b]Note:[/b] The order of the modifications can matter depending on the modifications. For example, modifications on a spine should operate before modifications on the arms in order to get proper results. </description> </method> <method name="get_is_setup" qualifiers="const"> <return type="bool" /> <description> Returns a boolean that indicates whether the modification stack is setup and can execute. </description> </method> <method name="get_modification" qualifiers="const"> <return type="SkeletonModification2D" /> <param index="0" name="mod_idx" type="int" /> <description> Returns the [SkeletonModification2D] at the passed-in index, [param mod_idx]. </description> </method> <method name="get_skeleton" qualifiers="const"> <return type="Skeleton2D" /> <description> Returns the [Skeleton2D] node that the SkeletonModificationStack2D is bound to. </description> </method> <method name="set_modification"> <return type="void" /> <param index="0" name="mod_idx" type="int" /> <param index="1" name="modification" type="SkeletonModification2D" /> <description> Sets the modification at [param mod_idx] to the passed-in modification, [param modification]. </description> </method> <method name="setup"> <return type="void" /> <description> Sets up the modification stack so it can execute. This function should be called by [Skeleton2D] and shouldn't be manually called unless you know what you are doing. </description> </method> </methods> <members> <member name="enabled" type="bool" setter="set_enabled" getter="get_enabled" default="false"> If [code]true[/code], the modification's in the stack will be called. This is handled automatically through the [Skeleton2D] node. </member> <member name="modification_count" type="int" setter="set_modification_count" getter="get_modification_count" default="0"> The number of modifications in the stack. </member> <member name="strength" type="float" setter="set_strength" getter="get_strength" default="1.0"> The interpolation strength of the modifications in stack. A value of [code]0[/code] will make it where the modifications are not applied, a strength of [code]0.5[/code] will be half applied, and a strength of [code]1[/code] will allow the modifications to be fully applied and override the [Skeleton2D] [Bone2D] poses. </member> </members> </class>