Documentation
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Overview ¶
Package SkeletonModificationStack2D provides methods for working with SkeletonModificationStack2D object instances.
Index ¶
- type Advanced
- type Any
- type Extension
- type ID
- type Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsRefCounted() [1]gd.RefCounted
- func (self Instance) AsResource() Resource.Instance
- func (self Instance) AsSkeletonModificationStack2D() Instance
- func (self Instance) DeleteModification(mod_idx int)
- func (self Instance) EnableAllModifications(enabled bool)
- func (self Instance) Enabled() bool
- func (self Instance) Execute(delta Float.X, execution_mode int)
- func (self Instance) GetIsSetup() bool
- func (self Instance) ID() ID
- func (self Instance) ModificationCount() int
- func (self Instance) SetEnabled(value bool)
- func (self Instance) SetModificationCount(value int)
- func (self *Instance) SetObject(obj [1]gd.Object) bool
- func (self Instance) SetStrength(value Float.X)
- func (self Instance) Setup()
- func (self Instance) Strength() Float.X
- func (self Instance) Virtual(name string) reflect.Value
Constants ¶
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Variables ¶
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Functions ¶
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Types ¶
type Advanced ¶
type Advanced = class
Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.
type Extension ¶
Extension can be embedded in a new struct to create an extension of this class. T should be the type that is embedding this Extension
func (*Extension[T]) AsRefCounted ¶
func (self *Extension[T]) AsRefCounted() [1]gd.RefCounted
func (*Extension[T]) AsResource ¶
func (*Extension[T]) AsSkeletonModificationStack2D ¶
type ID ¶
ID is a typed object ID (reference) to an instance of this class, use it to store references to objects with unknown lifetimes, as an ID will not panic on use if the underlying object has been destroyed.
type Instance ¶
type Instance [1]gdclass.SkeletonModificationStack2D
This resource is used by the Skeleton and holds a stack of [SkeletonModification2D]s. 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. This resource also controls how strongly all of the modifications are applied to the [Skeleton2D].
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) AsRefCounted ¶
func (self Instance) AsRefCounted() [1]gd.RefCounted
func (Instance) AsResource ¶
func (Instance) AsSkeletonModificationStack2D ¶
func (Instance) DeleteModification ¶
Deletes the [SkeletonModification2D] at the index position [param mod_idx], if it exists.
func (Instance) EnableAllModifications ¶
Enables all [SkeletonModification2D]s in the stack.
func (Instance) Execute ¶
Executes all of the [SkeletonModification2D]s in the stack that use the same execution mode as the passed-in [param execution_mode], starting from index [code]0[/code] to [member modification_count]. [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.
func (Instance) GetIsSetup ¶
Returns a boolean that indicates whether the modification stack is setup and can execute.