|
|
@@ -25,7 +25,8 @@
|
|
|
- [code]type[/code]: [int] (see [enum Variant.Type])
|
|
|
- optionally [code]hint[/code]: [int] (see [enum PropertyHint]) and [code]hint_string[/code]: [String]
|
|
|
[b]Example:[/b]
|
|
|
- [codeblock]
|
|
|
+ [codeblocks]
|
|
|
+ [gdscript]
|
|
|
ProjectSettings.set("category/property_name", 0)
|
|
|
|
|
|
var property_info = {
|
|
|
@@ -36,7 +37,21 @@
|
|
|
}
|
|
|
|
|
|
ProjectSettings.add_property_info(property_info)
|
|
|
- [/codeblock]
|
|
|
+ [/gdscript]
|
|
|
+ [csharp]
|
|
|
+ ProjectSettings.Singleton.Set("category/property_name", 0);
|
|
|
+
|
|
|
+ var propertyInfo = new Godot.Collections.Dictionary
|
|
|
+ {
|
|
|
+ {"name", "category/propertyName"},
|
|
|
+ {"type", Variant.Type.Int},
|
|
|
+ {"hint", PropertyHint.Enum},
|
|
|
+ {"hint_string", "one,two,three"},
|
|
|
+ };
|
|
|
+
|
|
|
+ ProjectSettings.AddPropertyInfo(propertyInfo);
|
|
|
+ [/csharp]
|
|
|
+ [/codeblocks]
|
|
|
</description>
|
|
|
</method>
|
|
|
<method name="clear">
|
|
|
@@ -65,9 +80,14 @@
|
|
|
<description>
|
|
|
Returns the value of a setting.
|
|
|
[b]Example:[/b]
|
|
|
- [codeblock]
|
|
|
+ [codeblocks]
|
|
|
+ [gdscript]
|
|
|
print(ProjectSettings.get_setting("application/config/name"))
|
|
|
- [/codeblock]
|
|
|
+ [/gdscript]
|
|
|
+ [csharp]
|
|
|
+ GD.Print(ProjectSettings.GetSetting("application/config/name"));
|
|
|
+ [/csharp]
|
|
|
+ [/codeblocks]
|
|
|
</description>
|
|
|
</method>
|
|
|
<method name="globalize_path" qualifiers="const">
|
|
|
@@ -178,9 +198,14 @@
|
|
|
<description>
|
|
|
Sets the value of a setting.
|
|
|
[b]Example:[/b]
|
|
|
- [codeblock]
|
|
|
+ [codeblocks]
|
|
|
+ [gdscript]
|
|
|
ProjectSettings.set_setting("application/config/name", "Example")
|
|
|
- [/codeblock]
|
|
|
+ [/gdscript]
|
|
|
+ [csharp]
|
|
|
+ ProjectSettings.SetSetting("application/config/name", "Example");
|
|
|
+ [/csharp]
|
|
|
+ [/codeblocks]
|
|
|
</description>
|
|
|
</method>
|
|
|
</methods>
|
|
|
@@ -895,18 +920,30 @@
|
|
|
<member name="physics/2d/default_gravity" type="int" setter="" getter="" default="98">
|
|
|
The default gravity strength in 2D.
|
|
|
[b]Note:[/b] This property is only read when the project starts. To change the default gravity at runtime, use the following code sample:
|
|
|
- [codeblock]
|
|
|
+ [codeblocks]
|
|
|
+ [gdscript]
|
|
|
# Set the default gravity strength to 98.
|
|
|
- PhysicsServer2D.area_set_param(get_viewport().find_world_2d().get_space(), PhysicsServer2D.AREA_PARAM_GRAVITY, 98)
|
|
|
- [/codeblock]
|
|
|
+ PhysicsServer2D.area_set_param(get_viewport().find_world_2d().space, PhysicsServer2D.AREA_PARAM_GRAVITY, 98)
|
|
|
+ [/gdscript]
|
|
|
+ [csharp]
|
|
|
+ // Set the default gravity strength to 98.
|
|
|
+ PhysicsServer2D.AreaSetParam(GetViewport().FindWorld2d().Space, PhysicsServer2D.AreaParameter.Gravity, 98);
|
|
|
+ [/csharp]
|
|
|
+ [/codeblocks]
|
|
|
</member>
|
|
|
<member name="physics/2d/default_gravity_vector" type="Vector2" setter="" getter="" default="Vector2( 0, 1 )">
|
|
|
The default gravity direction in 2D.
|
|
|
[b]Note:[/b] This property is only read when the project starts. To change the default gravity vector at runtime, use the following code sample:
|
|
|
- [codeblock]
|
|
|
+ [codeblocks]
|
|
|
+ [gdscript]
|
|
|
# Set the default gravity direction to `Vector2(0, 1)`.
|
|
|
- PhysicsServer2D.area_set_param(get_viewport().find_world_2d().get_space(), PhysicsServer2D.AREA_PARAM_GRAVITY_VECTOR, Vector2(0, 1))
|
|
|
- [/codeblock]
|
|
|
+ PhysicsServer2D.area_set_param(get_viewport().find_world_2d().space, PhysicsServer2D.AREA_PARAM_GRAVITY_VECTOR, Vector2.DOWN)
|
|
|
+ [/gdscript]
|
|
|
+ [csharp]
|
|
|
+ // Set the default gravity direction to `Vector2(0, 1)`.
|
|
|
+ PhysicsServer2D.AreaSetParam(GetViewport().FindWorld2d().Space, PhysicsServer2D.AreaParameter.GravityVector, Vector2.Down)
|
|
|
+ [/csharp]
|
|
|
+ [/codeblocks]
|
|
|
</member>
|
|
|
<member name="physics/2d/default_linear_damp" type="float" setter="" getter="" default="0.1">
|
|
|
The default linear damp in 2D.
|
|
|
@@ -942,18 +979,30 @@
|
|
|
<member name="physics/3d/default_gravity" type="float" setter="" getter="" default="9.8">
|
|
|
The default gravity strength in 3D.
|
|
|
[b]Note:[/b] This property is only read when the project starts. To change the default gravity at runtime, use the following code sample:
|
|
|
- [codeblock]
|
|
|
+ [codeblocks]
|
|
|
+ [gdscript]
|
|
|
# Set the default gravity strength to 9.8.
|
|
|
- PhysicsServer3D.area_set_param(get_viewport().find_world().get_space(), PhysicsServer3D.AREA_PARAM_GRAVITY, 9.8)
|
|
|
- [/codeblock]
|
|
|
+ PhysicsServer3D.area_set_param(get_viewport().find_world().space, PhysicsServer3D.AREA_PARAM_GRAVITY, 9.8)
|
|
|
+ [/gdscript]
|
|
|
+ [csharp]
|
|
|
+ // Set the default gravity strength to 9.8.
|
|
|
+ PhysicsServer3D.AreaSetParam(GetViewport().FindWorld().Space, PhysicsServer3D.AreaParameter.Gravity, 9.8);
|
|
|
+ [/csharp]
|
|
|
+ [/codeblocks]
|
|
|
</member>
|
|
|
<member name="physics/3d/default_gravity_vector" type="Vector3" setter="" getter="" default="Vector3( 0, -1, 0 )">
|
|
|
The default gravity direction in 3D.
|
|
|
[b]Note:[/b] This property is only read when the project starts. To change the default gravity vector at runtime, use the following code sample:
|
|
|
- [codeblock]
|
|
|
+ [codeblocks]
|
|
|
+ [gdscript]
|
|
|
# Set the default gravity direction to `Vector3(0, -1, 0)`.
|
|
|
- PhysicsServer3D.area_set_param(get_viewport().find_world().get_space(), PhysicsServer3D.AREA_PARAM_GRAVITY_VECTOR, Vector3(0, -1, 0))
|
|
|
- [/codeblock]
|
|
|
+ PhysicsServer3D.area_set_param(get_viewport().find_world().get_space(), PhysicsServer3D.AREA_PARAM_GRAVITY_VECTOR, Vector3.DOWN)
|
|
|
+ [/gdscript]
|
|
|
+ [csharp]
|
|
|
+ // Set the default gravity direction to `Vector3(0, -1, 0)`.
|
|
|
+ PhysicsServer3D.AreaSetParam(GetViewport().FindWorld().Space, PhysicsServer3D.AreaParameter.GravityVector, Vector3.Down)
|
|
|
+ [/csharp]
|
|
|
+ [/codeblocks]
|
|
|
</member>
|
|
|
<member name="physics/3d/default_linear_damp" type="float" setter="" getter="" default="0.1">
|
|
|
The default linear damp in 3D.
|