f5836b40d4
For the time being we don't support writing a description for those, preferring
having all details in the method's description.
Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.
(cherry picked from commit 7adf4cc9b5
)
41 lines
1.5 KiB
XML
41 lines
1.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Skeleton2D" inherits="Node2D" version="3.4">
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<brief_description>
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Skeleton for 2D characters and animated objects.
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</brief_description>
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<description>
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Skeleton2D parents a hierarchy of [Bone2D] objects. It is a requirement of [Bone2D]. Skeleton2D holds a reference to the rest pose of its children and acts as a single point of access to its bones.
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</description>
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<tutorials>
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<link>https://docs.godotengine.org/en/3.3/tutorials/animation/2d_skeletons.html</link>
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</tutorials>
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<methods>
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<method name="get_bone">
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<return type="Bone2D" />
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<argument index="0" name="idx" type="int" />
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<description>
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Returns a [Bone2D] from the node hierarchy parented by Skeleton2D. The object to return is identified by the parameter [code]idx[/code]. Bones are indexed by descending the node hierarchy from top to bottom, adding the children of each branch before moving to the next sibling.
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</description>
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</method>
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<method name="get_bone_count" qualifiers="const">
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<return type="int" />
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<description>
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Returns the number of [Bone2D] nodes in the node hierarchy parented by Skeleton2D.
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</description>
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</method>
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<method name="get_skeleton" qualifiers="const">
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<return type="RID" />
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<description>
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Returns the [RID] of a Skeleton2D instance.
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</description>
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</method>
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</methods>
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<signals>
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<signal name="bone_setup_changed">
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<description>
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</description>
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</signal>
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</signals>
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<constants>
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</constants>
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</class>
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