Documentation
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Overview ¶
This resource is used by the Skeleton and holds a stack of SkeletonModification2Ds.
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 before the arms on a humanoid skeleton.
This resource also controls how strongly all of the modifications are applied to the Skeleton2D.
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
Instance of the class with convieniently typed arguments and results.
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 'mod_idx', if it exists.
func (Instance) EnableAllModifications ¶
Enables all SkeletonModification2Ds in the stack.
func (Instance) Enabled ¶
If true, the modification's in the stack will be called. This is handled automatically through the Skeleton2D node.
func (Instance) Execute ¶
Executes all of the SkeletonModification2Ds in the stack that use the same execution mode as the passed-in 'execution_mode', starting from index 0 to ModificationCount.
Note: 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.
func (Instance) ModificationCount ¶
The number of modifications in the stack.
func (Instance) SetEnabled ¶
SetEnabled sets the property returned by [GetEnabled].
func (Instance) SetModificationCount ¶
SetModificationCount sets the property returned by [GetModificationCount].
func (Instance) SetStrength ¶
SetStrength sets the property returned by [GetStrength].
func (Instance) Setup ¶
func (self Instance) Setup()
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.
func (Instance) Strength ¶
The interpolation strength of the modifications in stack. A value of 0 will make it where the modifications are not applied, a strength of 0.5 will be half applied, and a strength of 1 will allow the modifications to be fully applied and override the Skeleton2D Bone2D poses.