Added Documentation for Sprite3D, AnimatedSprite3D and SpriteBase3D etc.
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5 changed files with 48 additions and 14 deletions
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Sprite node that can use multiple textures for animation.
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</brief_description>
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<description>
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Sprite node that can use multiple textures for animation. Animations are created using a [SpriteFrames] resource, which can be configured in the editor via the SpriteFrames panel.
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Animations are created using a [SpriteFrames] resource, which can be configured in the editor via the SpriteFrames panel.
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</description>
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<tutorials>
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</tutorials>
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</methods>
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<members>
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<member name="animation" type="String" setter="set_animation" getter="get_animation">
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The current animation from the [code]frames[/code] resource. If this value is changed, the [code]frame[/code] counter is reset.
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The current animation from the [code]frames[/code] resource. If this value changes, the [code]frame[/code] counter is reset.
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</member>
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<member name="centered" type="bool" setter="set_centered" getter="is_centered">
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If [code]true[/code] texture will be centered. Default value: [code]true[/code].
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If [code]true[/code] texture is flipped vertically. Default value: [code]false[/code].
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</member>
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<member name="frame" type="int" setter="set_frame" getter="get_frame">
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The current frame index.
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The displayed animation frame's index.
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</member>
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<member name="frames" type="SpriteFrames" setter="set_sprite_frames" getter="get_sprite_frames">
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The [SpriteFrames] resource containing the animation(s).
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The texture's drawing offset.
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</member>
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<member name="playing" type="bool" setter="_set_playing" getter="_is_playing">
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If [code]true[/code] the [code]animation[/code] is currently playing.
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If [code]true[/code] the [member animation] is currently playing.
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</member>
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</members>
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<signals>
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</signal>
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<signal name="frame_changed">
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<description>
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Emitted when [code]frame[/code] changes.
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Emitted when [member frame] changed.
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</description>
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</signal>
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</signals>
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="AnimatedSprite3D" inherits="SpriteBase3D" category="Core" version="3.0.alpha.custom_build">
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<brief_description>
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2D sprite node in 3D world, that can use multiple 2D textures for animation.
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</brief_description>
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<description>
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Animations are created using a [SpriteFrames] resource, which can be configured in the editor via the SpriteFrames panel.
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</description>
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<tutorials>
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</tutorials>
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</methods>
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<members>
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<member name="animation" type="String" setter="set_animation" getter="get_animation">
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The current animation from the [code]frames[/code] resource. If this value changes, the [code]frame[/code] counter is reset.
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</member>
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<member name="frame" type="int" setter="set_frame" getter="get_frame">
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The displayed animation frame's index.
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</member>
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<member name="frames" type="SpriteFrames" setter="set_sprite_frames" getter="get_sprite_frames">
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The [SpriteFrames] resource containing the animation(s).
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</member>
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<member name="playing" type="bool" setter="_set_playing" getter="_is_playing">
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If [code]true[/code] the [member animation] is currently playing.
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</member>
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</members>
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<signals>
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<signal name="frame_changed">
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<description>
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Emitted when frame is changed.
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Emitted when [member frame] changed.
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</description>
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</signal>
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</signals>
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</methods>
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<members>
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<member name="centered" type="bool" setter="set_centered" getter="is_centered">
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If [code]true[/code] texture will be centered. Default value: [code]true[/code].
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If [code]true[/code] texture is centered. Default value: [code]true[/code].
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</member>
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<member name="flip_h" type="bool" setter="set_flip_h" getter="is_flipped_h">
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If [code]true[/code] texture is flipped horizontally. Default value: [code]false[/code].
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If [code]true[/code] texture is flipped vertically. Default value: [code]false[/code].
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</member>
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<member name="frame" type="int" setter="set_frame" getter="get_frame">
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Current frame to display from sprite sheet. [code]vframes[/code] or [code]hframes[/code] must be greater than 1.
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Current frame to display from sprite sheet. [member vframes] or [member hframes] must be greater than 1.
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</member>
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<member name="hframes" type="int" setter="set_hframes" getter="get_hframes">
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The number of horizontal frames in the sprite sheet.
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The number of collumns in the sprite sheet.
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</member>
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<member name="normal_map" type="Texture" setter="set_normal_map" getter="get_normal_map">
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The normal map gives depth to the Sprite.
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</member>
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<member name="offset" type="Vector2" setter="set_offset" getter="get_offset">
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The texture's drawing offset.
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</member>
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<member name="region_enabled" type="bool" setter="set_region" getter="is_region">
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If [code]true[/code] texture will be cut from a larger atlas texture. See [code]region_rect[/code]. Default value: [code]false[/code].
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If [code]true[/code] texture is cut from a larger atlas texture. See [code]region_rect[/code]. Default value: [code]false[/code].
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</member>
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<member name="region_filter_clip" type="bool" setter="set_region_filter_clip" getter="is_region_filter_clip_enabled">
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If [code]true[/code] the outermost pixels get blurred out.
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</member>
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<member name="region_rect" type="Rect2" setter="set_region_rect" getter="get_region_rect">
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The region of the atlas texture to display. [code]region_enabled[/code] must be [code]true[/code].
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The region of the atlas texture to display. [member region_enabled] must be [code]true[/code].
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</member>
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<member name="texture" type="Texture" setter="set_texture" getter="get_texture">
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[Texture] object to draw.
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</member>
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<member name="vframes" type="int" setter="set_vframes" getter="get_vframes">
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The number of vertical frames in the sprite sheet.
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The number of rows in the sprite sheet.
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</member>
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</members>
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<signals>
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<signal name="frame_changed">
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<description>
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Emitted when the [code]frame[/code] changes.
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Emitted when the [member frame] changes.
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</description>
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</signal>
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<signal name="texture_changed">
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<description>
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Emitted when the [code]texture[/code] changes.
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Emitted when the [member texture] changes.
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</description>
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</signal>
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</signals>
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Sprite3D" inherits="SpriteBase3D" category="Core" version="3.0.alpha.custom_build">
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<brief_description>
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2D Sprite node in 3D world.
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</brief_description>
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<description>
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A node that displays a 2D texture in a 3D environment. The texture displayed can be a region from a larger atlas texture, or a frame from a sprite sheet animation.
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</description>
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<tutorials>
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</tutorials>
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</methods>
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<members>
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<member name="frame" type="int" setter="set_frame" getter="get_frame">
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Current frame to display from sprite sheet. [member vframes] or [member hframes] must be greater than 1.
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</member>
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<member name="hframes" type="int" setter="set_hframes" getter="get_hframes">
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The number of columns in the sprite sheet.
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</member>
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<member name="region_enabled" type="bool" setter="set_region" getter="is_region">
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If [code]true[/code] texture will be cut from a larger atlas texture. See [member region_rect]. Default value: [code]false[/code].
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</member>
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<member name="region_rect" type="Rect2" setter="set_region_rect" getter="get_region_rect">
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The region of the atlas texture to display. [member region_enabled] must be [code]true[/code].
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</member>
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<member name="texture" type="Texture" setter="set_texture" getter="get_texture">
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[Texture] object to draw.
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</member>
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<member name="vframes" type="int" setter="set_vframes" getter="get_vframes">
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The number of rows in the sprite sheet.
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</member>
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</members>
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<signals>
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<signal name="frame_changed">
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<description>
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Emitted when the [member frame] changes.
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</description>
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</signal>
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</signals>
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="SpriteBase3D" inherits="GeometryInstance" category="Core" version="3.0.alpha.custom_build">
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<brief_description>
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2D Sprite node in 3D environment.
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</brief_description>
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<description>
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A node that displays 2D texture information in a 3D environment.
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</description>
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<tutorials>
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</tutorials>
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<member name="alpha_cut" type="int" setter="set_alpha_cut_mode" getter="get_alpha_cut_mode" enum="SpriteBase3D.AlphaCutMode">
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</member>
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<member name="axis" type="int" setter="set_axis" getter="get_axis" enum="Vector3.Axis">
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The direction in which the front of the texture faces.
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</member>
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<member name="centered" type="bool" setter="set_centered" getter="is_centered">
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If [code]true[/code] texture will be centered. Default value: [code]true[/code].
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</member>
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<member name="double_sided" type="bool" setter="set_draw_flag" getter="get_draw_flag">
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If [code]true[/code] texture can be seen from the back as well, if [code]false[/code], it is invisible when looking at it from behind. Default value: [code]true[/code].
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</member>
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<member name="flip_h" type="bool" setter="set_flip_h" getter="is_flipped_h">
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If [code]true[/code] texture is flipped horizontally. Default value: [code]false[/code].
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</member>
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<member name="flip_v" type="bool" setter="set_flip_v" getter="is_flipped_v">
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If [code]true[/code] texture is flipped vertically. Default value: [code]false[/code].
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</member>
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<member name="modulate" type="Color" setter="set_modulate" getter="get_modulate">
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A color value that gets multiplied on, could be used for mood-coloring or to simulate the color of light.
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</member>
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<member name="offset" type="Vector2" setter="set_offset" getter="get_offset">
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The texture's drawing offset.
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</member>
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<member name="opacity" type="float" setter="set_opacity" getter="get_opacity">
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The objects visibility on a scale from [code]0[/code] fully invisible to [code]1[/code] fully visible.
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</member>
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<member name="pixel_size" type="float" setter="set_pixel_size" getter="get_pixel_size">
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The size of one pixel's width on the Sprite to scale it in 3D.
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</member>
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<member name="shaded" type="bool" setter="set_draw_flag" getter="get_draw_flag">
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If [code]true[/code] the [Light] in the [Environment] has effects on the Sprite. Default value: [code]false[/code].
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</member>
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<member name="transparent" type="bool" setter="set_draw_flag" getter="get_draw_flag">
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If [code]true[/code] the texture's transparency and the opacity are used to make those parts of the Sprite invisible. Default value: [code]true[/code].
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</member>
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</members>
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<constants>
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<constant name="FLAG_TRANSPARENT" value="0">
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If set, the texture's transparency and the opacity are used to make those parts of the Sprite invisible.
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</constant>
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<constant name="FLAG_SHADED" value="1">
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If set, the Light in the Environment has effects on the Sprite.
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</constant>
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<constant name="FLAG_DOUBLE_SIDED" value="2">
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If set, texture can be seen from the back as well, if not, it is invisible when looking at it from behind.
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</constant>
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<constant name="FLAG_MAX" value="3">
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Used internally to mark the end of the Flags section.
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</constant>
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<constant name="ALPHA_CUT_DISABLED" value="0">
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</constant>
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