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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisibilityEnabler2D" inherits="VisibilityNotifier2D" version="4.0">
<brief_description>
Enables certain nodes only when approximately visible.
</brief_description>
<description>
The VisibilityEnabler2D will disable [RigidBody2D], [AnimationPlayer], and other nodes when they are not visible. It will only affect nodes with the same root node as the VisibilityEnabler2D, and the root node itself.
[b]Note:[/b] For performance reasons, VisibilityEnabler2D uses an approximate heuristic with precision determined by [member ProjectSettings.world/2d/cell_size]. If you need exact visibility checking, use another method such as adding an [Area2D] node as a child of a [Camera2D] node.
[b]Note:[/b] VisibilityEnabler2D will not affect nodes added after scene initialization.
</description>
<tutorials>
</tutorials>
<methods>
<method name="is_enabler_enabled" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="enabler" type="int" enum="VisibilityEnabler2D.Enabler">
</argument>
<description>
Returns whether the enabler identified by given [enum Enabler] constant is active.
</description>
</method>
<method name="set_enabler">
<return type="void">
</return>
<argument index="0" name="enabler" type="int" enum="VisibilityEnabler2D.Enabler">
</argument>
<argument index="1" name="enabled" type="bool">
</argument>
<description>
Sets active state of the enabler identified by given [enum Enabler] constant.
</description>
</method>
</methods>
<members>
<member name="freeze_bodies" type="bool" setter="set_enabler" getter="is_enabler_enabled" default="true">
If [code]true[/code], [RigidBody2D] nodes will be paused.
</member>
<member name="pause_animated_sprites" type="bool" setter="set_enabler" getter="is_enabler_enabled" default="true">
If [code]true[/code], [AnimatedSprite2D] nodes will be paused.
</member>
<member name="pause_animations" type="bool" setter="set_enabler" getter="is_enabler_enabled" default="true">
If [code]true[/code], [AnimationPlayer] nodes will be paused.
</member>
<member name="pause_particles" type="bool" setter="set_enabler" getter="is_enabler_enabled" default="true">
If [code]true[/code], [GPUParticles2D] nodes will be paused.
</member>
<member name="physics_process_parent" type="bool" setter="set_enabler" getter="is_enabler_enabled" default="false">
If [code]true[/code], the parent's [method Node._physics_process] will be stopped.
</member>
<member name="process_parent" type="bool" setter="set_enabler" getter="is_enabler_enabled" default="false">
If [code]true[/code], the parent's [method Node._process] will be stopped.
</member>
</members>
<constants>
<constant name="ENABLER_PAUSE_ANIMATIONS" value="0" enum="Enabler">
This enabler will pause [AnimationPlayer] nodes.
</constant>
<constant name="ENABLER_FREEZE_BODIES" value="1" enum="Enabler">
This enabler will freeze [RigidBody2D] nodes.
</constant>
<constant name="ENABLER_PAUSE_PARTICLES" value="2" enum="Enabler">
This enabler will stop [GPUParticles2D] nodes.
</constant>
<constant name="ENABLER_PARENT_PROCESS" value="3" enum="Enabler">
This enabler will stop the parent's _process function.
</constant>
<constant name="ENABLER_PARENT_PHYSICS_PROCESS" value="4" enum="Enabler">
This enabler will stop the parent's _physics_process function.
</constant>
<constant name="ENABLER_PAUSE_ANIMATED_SPRITES" value="5" enum="Enabler">
This enabler will stop [AnimatedSprite2D] nodes animations.
</constant>
<constant name="ENABLER_MAX" value="6" enum="Enabler">
Represents the size of the [enum Enabler] enum.
</constant>
</constants>
</class>
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