Documentation
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Overview ¶
Package SkeletonModificationStack2D provides methods for working with SkeletonModificationStack2D object instances.
Index ¶
- type Advanced
- type Any
- type Instance
- func (self Instance) AddModification(modification [1]gdclass.SkeletonModification2D)
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsRefCounted() [1]gd.RefCounted
- func (self Instance) AsResource() Resource.Instance
- func (self Instance) AsSkeletonModificationStack2D() Instance
- func (self Instance) DeleteModification(mod_idx int)
- func (self Instance) EnableAllModifications(enabled bool)
- func (self Instance) Enabled() bool
- func (self Instance) Execute(delta Float.X, execution_mode int)
- func (self Instance) GetIsSetup() bool
- func (self Instance) GetModification(mod_idx int) [1]gdclass.SkeletonModification2D
- func (self Instance) GetSkeleton() [1]gdclass.Skeleton2D
- func (self Instance) ModificationCount() int
- func (self Instance) SetEnabled(value bool)
- func (self Instance) SetModification(mod_idx int, modification [1]gdclass.SkeletonModification2D)
- func (self Instance) SetModificationCount(value int)
- func (self Instance) SetStrength(value Float.X)
- func (self Instance) Setup()
- func (self Instance) Strength() Float.X
- func (self *Instance) UnsafePointer() unsafe.Pointer
- func (self Instance) Virtual(name string) reflect.Value
Constants ¶
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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 Instance ¶
type Instance [1]gdclass.SkeletonModificationStack2D
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].
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) AddModification ¶
func (self Instance) AddModification(modification [1]gdclass.SkeletonModification2D)
Adds the passed-in [SkeletonModification2D] to the stack.
func (Instance) AsRefCounted ¶
func (self Instance) AsRefCounted() [1]gd.RefCounted
func (Instance) AsResource ¶
func (Instance) AsSkeletonModificationStack2D ¶
func (Instance) DeleteModification ¶
Deletes the [SkeletonModification2D] at the index position [param mod_idx], if it exists.
func (Instance) EnableAllModifications ¶
Enables all [SkeletonModification2D]s in the stack.
func (Instance) Execute ¶
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.
func (Instance) GetIsSetup ¶
Returns a boolean that indicates whether the modification stack is setup and can execute.
func (Instance) GetModification ¶
func (self Instance) GetModification(mod_idx int) [1]gdclass.SkeletonModification2D
Returns the [SkeletonModification2D] at the passed-in index, [param mod_idx].
func (Instance) GetSkeleton ¶
func (self Instance) GetSkeleton() [1]gdclass.Skeleton2D
Returns the [Skeleton2D] node that the SkeletonModificationStack2D is bound to.
func (Instance) ModificationCount ¶
func (Instance) SetEnabled ¶
func (Instance) SetModification ¶
func (self Instance) SetModification(mod_idx int, modification [1]gdclass.SkeletonModification2D)
Sets the modification at [param mod_idx] to the passed-in modification, [param modification].
func (Instance) SetModificationCount ¶
func (Instance) SetStrength ¶
func (Instance) Setup ¶
func (self Instance) Setup()
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.