35 lines
2.3 KiB
XML
35 lines
2.3 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="CollisionShape2D" inherits="Node2D" version="3.6" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Node that represents collision shape data in 2D space.
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</brief_description>
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<description>
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Editor facility for creating and editing collision shapes in 2D space. Set the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject2D.shape_owner_get_shape] to get the actual shape.
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You can use this node to represent all sorts of collision shapes, for example, add this to an [Area2D] to give it a detection shape, or add it to a [PhysicsBody2D] to create a solid object.
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</description>
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<tutorials>
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<link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link>
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<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
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<link title="2D Pong Demo">https://godotengine.org/asset-library/asset/121</link>
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<link title="2D Kinematic Character Demo">https://godotengine.org/asset-library/asset/113</link>
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</tutorials>
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<methods>
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</methods>
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<members>
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<member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" default="false">
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A disabled collision shape has no effect in the world. This property should be changed with [method Object.set_deferred].
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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" default="false">
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Sets whether this collision shape should only detect collision on one side (top or bottom).
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[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a child of an [Area2D] node.
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</member>
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<member name="one_way_collision_margin" type="float" setter="set_one_way_collision_margin" getter="get_one_way_collision_margin" default="1.0">
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The margin used for one-way collision (in pixels). Higher values will make the shape thicker, and work better for colliders that enter the shape at a high velocity.
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</member>
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<member name="shape" type="Shape2D" setter="set_shape" getter="get_shape">
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The actual shape owned by this collision shape.
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</member>
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</members>
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<constants>
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</constants>
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</class>
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