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Diffstat (limited to 'doc/classes/PhysicalBone2D.xml')
| -rw-r--r-- | doc/classes/PhysicalBone2D.xml | 24 |
1 files changed, 12 insertions, 12 deletions
diff --git a/doc/classes/PhysicalBone2D.xml b/doc/classes/PhysicalBone2D.xml index d0bfbbd998..f201016f9c 100644 --- a/doc/classes/PhysicalBone2D.xml +++ b/doc/classes/PhysicalBone2D.xml @@ -1,12 +1,12 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="PhysicalBone2D" inherits="RigidBody2D" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - A 2D node that can be used for physically aware bones in 2D. + A [RigidBody2D]-derived node used to make [Bone2D]s in a [Skeleton2D] react to physics. </brief_description> <description> - The [code]PhysicalBone2D[/code] node is a [RigidBody2D]-based node that can be used to make [Bone2D] nodes in a [Skeleton2D] react to physics. This node is very similar to the [PhysicalBone3D] node, just for 2D instead of 3D. - [b]Note:[/b] To have the Bone2D nodes visually follow the [code]PhysicalBone2D[/code] node, use a [SkeletonModification2DPhysicalBones] modification on the [Skeleton2D] node with the [Bone2D] nodes. - [b]Note:[/b] The PhysicalBone2D node does not automatically create a [Joint2D] node to keep [code]PhysicalBone2D[/code] nodes together. You will need to create these manually. For most cases, you want to use a [PinJoint2D] node. The [code]PhysicalBone2D[/code] node can automatically configure the [Joint2D] node once it's been created as a child node. + The [PhysicalBone2D] node is a [RigidBody2D]-based node that can be used to make [Bone2D]s in a [Skeleton2D] react to physics. + [b]Note:[/b] To make the [Bone2D]s visually follow the [PhysicalBone2D] node, use a [SkeletonModification2DPhysicalBones] modification on the [Skeleton2D] parent. + [b]Note:[/b] The [PhysicalBone2D] node does not automatically create a [Joint2D] node to keep [PhysicalBone2D] nodes together. They must be created manually. For most cases, you want to use a [PinJoint2D] node. The [PhysicalBone2D] node will automatically configure the [Joint2D] node once it's been added as a child node. </description> <tutorials> </tutorials> @@ -14,32 +14,32 @@ <method name="get_joint" qualifiers="const"> <return type="Joint2D" /> <description> - Returns the first [Joint2D] child node, if one exists. This is mainly a helper function to make it easier to get the [Joint2D] that the [code]PhysicalBone2D[/code] is autoconfiguring. + Returns the first [Joint2D] child node, if one exists. This is mainly a helper function to make it easier to get the [Joint2D] that the [PhysicalBone2D] is autoconfiguring. </description> </method> <method name="is_simulating_physics" qualifiers="const"> <return type="bool" /> <description> - Returns a boolean that indicates whether the [code]PhysicalBone2D[/code] node is running and simulating using the Godot 2D physics engine. When [code]true[/code], the PhysicalBone2D node is using physics. + Returns a boolean that indicates whether the [PhysicalBone2D] is running and simulating using the Godot 2D physics engine. When [code]true[/code], the PhysicalBone2D node is using physics. </description> </method> </methods> <members> <member name="auto_configure_joint" type="bool" setter="set_auto_configure_joint" getter="get_auto_configure_joint" default="true"> - If [code]true[/code], the [code]PhysicalBone2D[/code] node will automatically configure the first [Joint2D] child node. The automatic configuration is limited to setting up the node properties and positioning the [Joint2D]. + If [code]true[/code], the [PhysicalBone2D] will automatically configure the first [Joint2D] child node. The automatic configuration is limited to setting up the node properties and positioning the [Joint2D]. </member> <member name="bone2d_index" type="int" setter="set_bone2d_index" getter="get_bone2d_index" default="-1"> - The index of the [Bone2D] node that this [code]PhysicalBone2D[/code] node is supposed to be simulating. + The index of the [Bone2D] that this [PhysicalBone2D] should simulate. </member> <member name="bone2d_nodepath" type="NodePath" setter="set_bone2d_nodepath" getter="get_bone2d_nodepath" default="NodePath("")"> - The [NodePath] to the [Bone2D] node that this [code]PhysicalBone2D[/code] node is supposed to be simulating. + The [NodePath] to the [Bone2D] that this [PhysicalBone2D] isshould simulate. </member> <member name="follow_bone_when_simulating" type="bool" setter="set_follow_bone_when_simulating" getter="get_follow_bone_when_simulating" default="false"> - If [code]true[/code], the [code]PhysicalBone2D[/code] will keep the transform of the bone it is bound to when simulating physics. + If [code]true[/code], the [PhysicalBone2D] will keep the transform of the bone it is bound to when simulating physics. </member> <member name="simulate_physics" type="bool" setter="set_simulate_physics" getter="get_simulate_physics" default="false"> - If [code]true[/code], the [code]PhysicalBone2D[/code] will start simulating using physics. If [code]false[/code], the [code]PhysicalBone2D[/code] will follow the transform of the [Bone2D] node. - [b]Note:[/b] To have the Bone2D nodes visually follow the [code]PhysicalBone2D[/code] node, use a [SkeletonModification2DPhysicalBones] modification on the [Skeleton2D] node with the [Bone2D] nodes. + If [code]true[/code], the [PhysicalBone2D] will start simulating using physics. If [code]false[/code], the [PhysicalBone2D] will follow the transform of the [Bone2D] node. + [b]Note:[/b] To have the [Bone2D]s visually follow the [PhysicalBone2D], use a [SkeletonModification2DPhysicalBones] modification on the [Skeleton2D] node with the [Bone2D] nodes. </member> </members> </class> |
