SkeletonModificationStack2D.xml 4.3 KB

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  1. <?xml version="1.0" encoding="UTF-8" ?>
  2. <class name="SkeletonModificationStack2D" inherits="Resource" version="4.0">
  3. <brief_description>
  4. A resource that holds a stack of [SkeletonModification2D]s.
  5. </brief_description>
  6. <description>
  7. This resource is used by the Skeleton and holds a stack of [SkeletonModification2D]s.
  8. This controls the order of the modifications and how they are applied. Modification order is especially important for full-body IK setups, as you need to execute the modifications in the correct order to get the desired results. For example, you want to execute a modification on the spine [i]before[/i] the arms on a humanoid skeleton.
  9. This resource also controls how strongly all of the modifications are applied to the [Skeleton2D].
  10. </description>
  11. <tutorials>
  12. </tutorials>
  13. <methods>
  14. <method name="add_modification">
  15. <return type="void" />
  16. <argument index="0" name="modification" type="SkeletonModification2D" />
  17. <description>
  18. Adds the passed-in [SkeletonModification2D] to the stack.
  19. </description>
  20. </method>
  21. <method name="delete_modification">
  22. <return type="void" />
  23. <argument index="0" name="mod_idx" type="int" />
  24. <description>
  25. Deletes the [SkeletonModification2D] at the index position [code]mod_idx[/code], if it exists.
  26. </description>
  27. </method>
  28. <method name="enable_all_modifications">
  29. <return type="void" />
  30. <argument index="0" name="enabled" type="bool" />
  31. <description>
  32. Enables all [SkeletonModification2D]s in the stack.
  33. </description>
  34. </method>
  35. <method name="execute">
  36. <return type="void" />
  37. <argument index="0" name="delta" type="float" />
  38. <argument index="1" name="execution_mode" type="int" />
  39. <description>
  40. Executes all of the [SkeletonModification2D]s in the stack that use the same execution mode as the passed-in [code]execution_mode[/code], starting from index [code]0[/code] to [member modification_count].
  41. [b]Note:[/b] The order of the modifications can matter depending on the modifications. For example, modifications on a spine should operate before modifications on the arms in order to get proper results.
  42. </description>
  43. </method>
  44. <method name="get_is_setup" qualifiers="const">
  45. <return type="bool" />
  46. <description>
  47. Returns a boolean that indicates whether the modification stack is setup and can execute.
  48. </description>
  49. </method>
  50. <method name="get_modification" qualifiers="const">
  51. <return type="SkeletonModification2D" />
  52. <argument index="0" name="mod_idx" type="int" />
  53. <description>
  54. Returns the [SkeletonModification2D] at the passed-in index, [code]mod_idx[/code].
  55. </description>
  56. </method>
  57. <method name="get_skeleton" qualifiers="const">
  58. <return type="Skeleton2D" />
  59. <description>
  60. Returns the [Skeleton2D] node that the SkeletonModificationStack2D is bound to.
  61. </description>
  62. </method>
  63. <method name="set_modification">
  64. <return type="void" />
  65. <argument index="0" name="mod_idx" type="int" />
  66. <argument index="1" name="modification" type="SkeletonModification2D" />
  67. <description>
  68. Sets the modification at [code]mod_idx[/code] to the passed-in modification, [code]modification[/code].
  69. </description>
  70. </method>
  71. <method name="setup">
  72. <return type="void" />
  73. <description>
  74. Sets up the modification stack so it can execute. This function should be called by [Skeleton2D] and shouldn't be manually called unless you know what you are doing.
  75. </description>
  76. </method>
  77. </methods>
  78. <members>
  79. <member name="enabled" type="bool" setter="set_enabled" getter="get_enabled" default="false">
  80. If [code]true[/code], the modification's in the stack will be called. This is handled automatically through the [Skeleton2D] node.
  81. </member>
  82. <member name="modification_count" type="int" setter="set_modification_count" getter="get_modification_count" default="0">
  83. The number of modifications in the stack.
  84. </member>
  85. <member name="strength" type="float" setter="set_strength" getter="get_strength" default="1.0">
  86. The interpolation strength of the modifications in stack. A value of [code]0[/code] will make it where the modifications are not applied, a strength of [code]0.5[/code] will be half applied, and a strength of [code]1[/code] will allow the modifications to be fully applied and override the [Skeleton2D] [Bone2D] poses.
  87. </member>
  88. </members>
  89. </class>