Merge pull request #84567 from timothyqiu/shapecast-doc
Sync changes between ShapeCast and RayCast class references
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commit
b153f4868a
2 changed files with 6 additions and 6 deletions
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@ -34,7 +34,7 @@
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<method name="force_shapecast_update">
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<return type="void" />
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<description>
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Updates the collision information for the shape. Use this method to update the collision information immediately instead of waiting for the next [code]_physics_process[/code] call, for example if the shape or its parent has changed state.
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Updates the collision information for the shape immediately, without waiting for the next [code]_physics_process[/code] call. Use this method, for example, when the shape or its parent has changed state.
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[b]Note:[/b] [code]enabled == true[/code] is not required for this to work.
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</description>
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</method>
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@ -130,10 +130,10 @@
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</methods>
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<members>
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<member name="collide_with_areas" type="bool" setter="set_collide_with_areas" getter="is_collide_with_areas_enabled" default="false">
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If [code]true[/code], collision with [Area2D]s will be reported.
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If [code]true[/code], collisions with [Area2D]s will be reported.
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</member>
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<member name="collide_with_bodies" type="bool" setter="set_collide_with_bodies" getter="is_collide_with_bodies_enabled" default="true">
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If [code]true[/code], collision with [PhysicsBody2D]s will be reported.
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If [code]true[/code], collisions with [PhysicsBody2D]s will be reported.
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</member>
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<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
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The shape's collision mask. Only objects in at least one collision layer enabled in the mask will be detected.
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@ -34,7 +34,7 @@
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<method name="force_shapecast_update">
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<return type="void" />
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<description>
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Updates the collision information for the shape. Use this method to update the collision information immediately instead of waiting for the next [code]_physics_process[/code] call, for example if the shape or its parent has changed state.
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Updates the collision information for the shape immediately, without waiting for the next [code]_physics_process[/code] call. Use this method, for example, when the shape or its parent has changed state.
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[b]Note:[/b] [code]enabled == true[/code] is not required for this to work.
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</description>
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</method>
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@ -137,10 +137,10 @@
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</methods>
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<members>
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<member name="collide_with_areas" type="bool" setter="set_collide_with_areas" getter="is_collide_with_areas_enabled" default="false">
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If [code]true[/code], collision with [Area3D]s will be reported.
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If [code]true[/code], collisions with [Area3D]s will be reported.
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</member>
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<member name="collide_with_bodies" type="bool" setter="set_collide_with_bodies" getter="is_collide_with_bodies_enabled" default="true">
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If [code]true[/code], collision with [PhysicsBody3D]s will be reported.
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If [code]true[/code], collisions with [PhysicsBody3D]s will be reported.
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</member>
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<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
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The shape's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
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