Documentation ¶
Overview ¶
Package SkeletonModification2D provides methods for working with SkeletonModification2D object instances.
Index ¶
- type Advanced
- type Any
- type Implementation
- type Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsRefCounted() [1]gd.RefCounted
- func (self Instance) AsResource() Resource.Instance
- func (self Instance) AsSkeletonModification2D() Instance
- func (self Instance) ClampAngle(angle Float.X, min Float.X, max Float.X, invert bool) Float.X
- func (self Instance) Enabled() bool
- func (self Instance) ExecutionMode() int
- func (self Instance) GetEditorDrawGizmo() bool
- func (self Instance) GetIsSetup() bool
- func (self Instance) GetModificationStack() [1]gdclass.SkeletonModificationStack2D
- func (self Instance) SetEditorDrawGizmo(draw_gizmo bool)
- func (self Instance) SetEnabled(value bool)
- func (self Instance) SetExecutionMode(value int)
- func (self Instance) SetIsSetup(is_setup bool)
- func (self *Instance) UnsafePointer() unsafe.Pointer
- func (self Instance) Virtual(name string) reflect.Value
- type Interface
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Advanced ¶
type Advanced = class
Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.
type Implementation ¶
type Implementation = implementation
Implementation implements Interface with empty methods.
type Instance ¶
type Instance [1]gdclass.SkeletonModification2D
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.
See [Interface] for methods that can be overridden by a [Class] that extends it.
%!(EXTRA string=SkeletonModification2D)
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) AsRefCounted ¶
func (self Instance) AsRefCounted() [1]gd.RefCounted
func (Instance) AsResource ¶
func (Instance) AsSkeletonModification2D ¶
func (Instance) ClampAngle ¶
Takes an 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.
func (Instance) ExecutionMode ¶
func (Instance) GetEditorDrawGizmo ¶
Returns whether this modification will call [method _draw_editor_gizmo] in the Godot editor to draw modification-specific gizmos.
func (Instance) GetIsSetup ¶
Returns whether this modification has been successfully setup or not.
func (Instance) GetModificationStack ¶
func (self Instance) GetModificationStack() [1]gdclass.SkeletonModificationStack2D
Returns the [SkeletonModificationStack2D] that this modification is bound to. Through the modification stack, you can access the Skeleton2D the modification is operating on.
func (Instance) SetEditorDrawGizmo ¶
Sets whether this modification will call [method _draw_editor_gizmo] in the Godot editor to draw modification-specific gizmos.
func (Instance) SetEnabled ¶
func (Instance) SetExecutionMode ¶
func (Instance) SetIsSetup ¶
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.
func (*Instance) UnsafePointer ¶
type Interface ¶
type Interface interface { //Executes the given modification. This is where the modification performs whatever function it is designed to do. Execute(delta Float.X) //Called when the modification is setup. This is where the modification performs initialization. SetupModification(modification_stack [1]gdclass.SkeletonModificationStack2D) //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. DrawEditorGizmo() }