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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "VisibilityEnabler2D" inherits= "VisibilityNotifier2D" version= "3.2" >
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<brief_description >
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Enables certain nodes only when approximately visible.
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</brief_description>
<description >
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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.
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[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.
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[b]Note:[/b] VisibilityEnabler2D will not affect nodes added after scene initialization.
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</description>
<tutorials >
</tutorials>
<methods >
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<method name= "is_enabler_enabled" qualifiers= "const" >
<return type= "bool" >
</return>
<argument index= "0" name= "enabler" type= "int" enum= "VisibilityEnabler2D.Enabler" >
</argument>
<description >
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Returns whether the enabler identified by given [enum Enabler] constant is active.
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</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 >
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Sets active state of the enabler identified by given [enum Enabler] constant.
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</description>
</method>
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</methods>
<members >
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<member name= "freeze_bodies" type= "bool" setter= "set_enabler" getter= "is_enabler_enabled" default= "true" >
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If [code]true[/code], [RigidBody2D] nodes will be paused.
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</member>
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<member name= "pause_animated_sprites" type= "bool" setter= "set_enabler" getter= "is_enabler_enabled" default= "true" >
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If [code]true[/code], [AnimatedSprite] nodes will be paused.
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</member>
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<member name= "pause_animations" type= "bool" setter= "set_enabler" getter= "is_enabler_enabled" default= "true" >
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If [code]true[/code], [AnimationPlayer] nodes will be paused.
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</member>
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<member name= "pause_particles" type= "bool" setter= "set_enabler" getter= "is_enabler_enabled" default= "true" >
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If [code]true[/code], [Particles2D] nodes will be paused.
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</member>
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<member name= "physics_process_parent" type= "bool" setter= "set_enabler" getter= "is_enabler_enabled" default= "false" >
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If [code]true[/code], the parent's [method Node._physics_process] will be stopped.
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</member>
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<member name= "process_parent" type= "bool" setter= "set_enabler" getter= "is_enabler_enabled" default= "false" >
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If [code]true[/code], the parent's [method Node._process] will be stopped.
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</member>
</members>
<constants >
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<constant name= "ENABLER_PAUSE_ANIMATIONS" value= "0" enum= "Enabler" >
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This enabler will pause [AnimationPlayer] nodes.
</constant>
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<constant name= "ENABLER_FREEZE_BODIES" value= "1" enum= "Enabler" >
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This enabler will freeze [RigidBody2D] nodes.
</constant>
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<constant name= "ENABLER_PAUSE_PARTICLES" value= "2" enum= "Enabler" >
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This enabler will stop [Particles2D] nodes.
</constant>
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<constant name= "ENABLER_PARENT_PROCESS" value= "3" enum= "Enabler" >
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This enabler will stop the parent's _process function.
</constant>
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<constant name= "ENABLER_PARENT_PHYSICS_PROCESS" value= "4" enum= "Enabler" >
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This enabler will stop the parent's _physics_process function.
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</constant>
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<constant name= "ENABLER_PAUSE_ANIMATED_SPRITES" value= "5" enum= "Enabler" >
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This enabler will stop [AnimatedSprite] nodes animations.
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</constant>
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<constant name= "ENABLER_MAX" value= "6" enum= "Enabler" >
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Represents the size of the [enum Enabler] enum.
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</constant>
</constants>
</class>