Merge pull request #11311 from FigyTuna/collision_polygon_docs
[DOCS] Modified the docs for CollisionPolygon and CollisionPolygon2D [ci skip]
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2 changed files with 11 additions and 2 deletions
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="CollisionPolygon" inherits="Spatial" category="Core" version="3.0.alpha.custom_build">
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<brief_description>
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Editor-only class for defining a collision polygon in 3D space.
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</brief_description>
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<description>
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Allows editing a collision polygon's vertices on a selected plane. Can also set a depth perpendicular to that plane. This class is only available in the editor. It will not appear in the scene tree at runtime. Creates a [Shape] for gameplay. Properties modified during gameplay will have no effect.
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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="depth" type="float" setter="set_depth" getter="get_depth">
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Length that the resulting collision extends in either direction perpendicular to its polygon.
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</member>
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<member name="disabled" type="bool" setter="set_disabled" getter="is_disabled">
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If true, no collision will be produced.
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</member>
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<member name="polygon" type="PoolVector2Array" setter="set_polygon" getter="get_polygon">
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Array of vertices which define the polygon.
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</member>
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</members>
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<constants>
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="CollisionPolygon2D" inherits="Node2D" category="Core" version="3.0.alpha.custom_build">
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<brief_description>
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Editor-only class for easy editing of collision polygons.
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Editor-only class for defining a collision polygon in 2D space.
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</brief_description>
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<description>
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Editor-only class. This is not present when running the game. It's used in the editor to properly edit and position collision shapes in [CollisionObject2D]. This is not accessible from regular code. This class is for editing custom shape polygons.
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Allows editing a collision polygon's vertices. This class is only available in the editor. It will not appear in the scene tree at runtime. Creates a [Shape2D] for gameplay. Properties modified during gameplay will have no effect.
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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="build_mode" type="int" setter="set_build_mode" getter="get_build_mode" enum="CollisionPolygon2D.BuildMode">
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If BUILD_SOLIDS, the polygon and the area within it will have collision. If BUILD_SEGMENTS, only the edges of the polygon will have collision.
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</member>
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<member name="disabled" type="bool" setter="set_disabled" getter="is_disabled">
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If true, no collision will be produced.
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</member>
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<member name="one_way_collision" type="bool" setter="set_one_way_collision" getter="is_one_way_collision_enabled">
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If true, only edges that face up, relative to CollisionPolygon2D's rotation, will collide with other objects.
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</member>
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<member name="polygon" type="PoolVector2Array" setter="set_polygon" getter="get_polygon">
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Array of vertices which define the polygon.
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</member>
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</members>
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<constants>
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