90 lines
4 KiB
XML
90 lines
4 KiB
XML
<?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>
|