<?xml version="1.0" encoding="UTF-8" ?> <class name="SkeletonModification2DLookAt" inherits="SkeletonModification2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> A modification that rotates a [Bone2D] node to look at a target. </brief_description> <description> This [SkeletonModification2D] rotates a bone to look a target. This is extremely helpful for moving character's head to look at the player, rotating a turret to look at a target, or any other case where you want to make a bone rotate towards something quickly and easily. </description> <tutorials> </tutorials> <methods> <method name="get_additional_rotation" qualifiers="const"> <return type="float" /> <description> Returns the amount of additional rotation that is applied after the LookAt modification executes. </description> </method> <method name="get_constraint_angle_invert" qualifiers="const"> <return type="bool" /> <description> Returns whether the constraints to this modification are inverted or not. </description> </method> <method name="get_constraint_angle_max" qualifiers="const"> <return type="float" /> <description> Returns the constraint's maximum allowed angle. </description> </method> <method name="get_constraint_angle_min" qualifiers="const"> <return type="float" /> <description> Returns the constraint's minimum allowed angle. </description> </method> <method name="get_enable_constraint" qualifiers="const"> <return type="bool" /> <description> Returns [code]true[/code] if the LookAt modification is using constraints. </description> </method> <method name="set_additional_rotation"> <return type="void" /> <param index="0" name="rotation" type="float" /> <description> Sets the amount of additional rotation that is to be applied after executing the modification. This allows for offsetting the results by the inputted rotation amount. </description> </method> <method name="set_constraint_angle_invert"> <return type="void" /> <param index="0" name="invert" type="bool" /> <description> When [code]true[/code], the modification will use an inverted joint constraint. An inverted joint constraint only constraints the [Bone2D] to the angles [i]outside of[/i] the inputted minimum and maximum angles. For this reason, it is referred to as an inverted joint constraint, as it constraints the joint to the outside of the inputted values. </description> </method> <method name="set_constraint_angle_max"> <return type="void" /> <param index="0" name="angle_max" type="float" /> <description> Sets the constraint's maximum allowed angle. </description> </method> <method name="set_constraint_angle_min"> <return type="void" /> <param index="0" name="angle_min" type="float" /> <description> Sets the constraint's minimum allowed angle. </description> </method> <method name="set_enable_constraint"> <return type="void" /> <param index="0" name="enable_constraint" type="bool" /> <description> Sets whether this modification will use constraints or not. When [code]true[/code], constraints will be applied when solving the LookAt modification. </description> </method> </methods> <members> <member name="bone2d_node" type="NodePath" setter="set_bone2d_node" getter="get_bone2d_node" default="NodePath("")"> The [Bone2D] node that the modification will operate on. </member> <member name="bone_index" type="int" setter="set_bone_index" getter="get_bone_index" default="-1"> The index of the [Bone2D] node that the modification will oeprate on. </member> <member name="target_nodepath" type="NodePath" setter="set_target_node" getter="get_target_node" default="NodePath("")"> The NodePath to the node that is the target for the LookAt modification. This node is what the modification will rotate the [Bone2D] to. </member> </members> </class>