81064cc239
We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
90 lines
4 KiB
XML
90 lines
4 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="SkeletonModification2DLookAt" inherits="SkeletonModification2D" is_experimental="true" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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A modification that rotates a [Bone2D] node to look at a target.
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</brief_description>
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<description>
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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.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="get_additional_rotation" qualifiers="const">
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<return type="float" />
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<description>
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Returns the amount of additional rotation that is applied after the LookAt modification executes.
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</description>
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</method>
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<method name="get_constraint_angle_invert" qualifiers="const">
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<return type="bool" />
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<description>
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Returns whether the constraints to this modification are inverted or not.
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</description>
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</method>
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<method name="get_constraint_angle_max" qualifiers="const">
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<return type="float" />
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<description>
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Returns the constraint's maximum allowed angle.
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</description>
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</method>
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<method name="get_constraint_angle_min" qualifiers="const">
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<return type="float" />
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<description>
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Returns the constraint's minimum allowed angle.
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</description>
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</method>
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<method name="get_enable_constraint" qualifiers="const">
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<return type="bool" />
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<description>
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Returns [code]true[/code] if the LookAt modification is using constraints.
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</description>
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</method>
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<method name="set_additional_rotation">
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<return type="void" />
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<param index="0" name="rotation" type="float" />
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<description>
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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.
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</description>
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</method>
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<method name="set_constraint_angle_invert">
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<return type="void" />
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<param index="0" name="invert" type="bool" />
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<description>
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When [code]true[/code], the modification will use an inverted joint constraint.
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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.
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</description>
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</method>
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<method name="set_constraint_angle_max">
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<return type="void" />
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<param index="0" name="angle_max" type="float" />
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<description>
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Sets the constraint's maximum allowed angle.
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</description>
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</method>
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<method name="set_constraint_angle_min">
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<return type="void" />
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<param index="0" name="angle_min" type="float" />
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<description>
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Sets the constraint's minimum allowed angle.
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</description>
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</method>
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<method name="set_enable_constraint">
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<return type="void" />
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<param index="0" name="enable_constraint" type="bool" />
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<description>
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Sets whether this modification will use constraints or not. When [code]true[/code], constraints will be applied when solving the LookAt modification.
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</description>
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</method>
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</methods>
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<members>
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<member name="bone2d_node" type="NodePath" setter="set_bone2d_node" getter="get_bone2d_node" default="NodePath("")">
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The [Bone2D] node that the modification will operate on.
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</member>
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<member name="bone_index" type="int" setter="set_bone_index" getter="get_bone_index" default="-1">
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The index of the [Bone2D] node that the modification will operate on.
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</member>
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<member name="target_nodepath" type="NodePath" setter="set_target_node" getter="get_target_node" default="NodePath("")">
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The NodePath to the node that is the target for the LookAt modification. This node is what the modification will rotate the [Bone2D] to.
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</member>
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</members>
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</class>
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