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124 lines
5.7 KiB
ReStructuredText
124 lines
5.7 KiB
ReStructuredText
:github_url: hide
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.. _class_VisibleOnScreenEnabler2D:
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VisibleOnScreenEnabler2D
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========================
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**继承:** :ref:`VisibleOnScreenNotifier2D<class_VisibleOnScreenNotifier2D>` **<** :ref:`Node2D<class_Node2D>` **<** :ref:`CanvasItem<class_CanvasItem>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
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二维空间的矩形区块,当在屏幕上可见时,启用目标节点。
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.. rst-class:: classref-introduction-group
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描述
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----
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**VisibleOnScreenEnabler2D** 包含 2D 空间的矩形区块和目标节点。当该区块的任何部分在屏幕上可见时,目标节点将自动启用(通过其 :ref:`Node.process_mode<class_Node_property_process_mode>` 属性),否则将自动禁用。例如,这可以被用于仅在玩家接近敌人时激活敌人。
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如果你只想在该区块在屏幕上可见时收到通知,请参阅 :ref:`VisibleOnScreenNotifier2D<class_VisibleOnScreenNotifier2D>`\ 。
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\ **注意:**\ **VisibleOnScreenEnabler2D** 使用渲染剔除代码来确定它在屏幕上是否可见,因此除非 :ref:`CanvasItem.visible<class_CanvasItem_property_visible>` 被设置为 ``true``\ ,否则它不会起作用。
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.. rst-class:: classref-reftable-group
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属性
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----
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.. table::
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:widths: auto
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+-------------------------------------------------------------+-----------------------------------------------------------------------------------+--------------------+
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| :ref:`EnableMode<enum_VisibleOnScreenEnabler2D_EnableMode>` | :ref:`enable_mode<class_VisibleOnScreenEnabler2D_property_enable_mode>` | ``0`` |
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+-------------------------------------------------------------+-----------------------------------------------------------------------------------+--------------------+
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| :ref:`NodePath<class_NodePath>` | :ref:`enable_node_path<class_VisibleOnScreenEnabler2D_property_enable_node_path>` | ``NodePath("..")`` |
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+-------------------------------------------------------------+-----------------------------------------------------------------------------------+--------------------+
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.. rst-class:: classref-section-separator
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----
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.. rst-class:: classref-descriptions-group
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枚举
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----
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.. _enum_VisibleOnScreenEnabler2D_EnableMode:
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.. rst-class:: classref-enumeration
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enum **EnableMode**: :ref:`🔗<enum_VisibleOnScreenEnabler2D_EnableMode>`
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.. _class_VisibleOnScreenEnabler2D_constant_ENABLE_MODE_INHERIT:
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.. rst-class:: classref-enumeration-constant
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:ref:`EnableMode<enum_VisibleOnScreenEnabler2D_EnableMode>` **ENABLE_MODE_INHERIT** = ``0``
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对应 :ref:`Node.PROCESS_MODE_INHERIT<class_Node_constant_PROCESS_MODE_INHERIT>`\ 。
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.. _class_VisibleOnScreenEnabler2D_constant_ENABLE_MODE_ALWAYS:
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.. rst-class:: classref-enumeration-constant
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:ref:`EnableMode<enum_VisibleOnScreenEnabler2D_EnableMode>` **ENABLE_MODE_ALWAYS** = ``1``
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对应 :ref:`Node.PROCESS_MODE_ALWAYS<class_Node_constant_PROCESS_MODE_ALWAYS>`\ 。
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.. _class_VisibleOnScreenEnabler2D_constant_ENABLE_MODE_WHEN_PAUSED:
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.. rst-class:: classref-enumeration-constant
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:ref:`EnableMode<enum_VisibleOnScreenEnabler2D_EnableMode>` **ENABLE_MODE_WHEN_PAUSED** = ``2``
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对应 :ref:`Node.PROCESS_MODE_WHEN_PAUSED<class_Node_constant_PROCESS_MODE_WHEN_PAUSED>`\ 。
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.. rst-class:: classref-section-separator
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----
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.. rst-class:: classref-descriptions-group
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属性说明
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--------
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.. _class_VisibleOnScreenEnabler2D_property_enable_mode:
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.. rst-class:: classref-property
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:ref:`EnableMode<enum_VisibleOnScreenEnabler2D_EnableMode>` **enable_mode** = ``0`` :ref:`🔗<class_VisibleOnScreenEnabler2D_property_enable_mode>`
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.. rst-class:: classref-property-setget
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- |void| **set_enable_mode**\ (\ value\: :ref:`EnableMode<enum_VisibleOnScreenEnabler2D_EnableMode>`\ )
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- :ref:`EnableMode<enum_VisibleOnScreenEnabler2D_EnableMode>` **get_enable_mode**\ (\ )
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确定如何启用目标节点。对应于 :ref:`ProcessMode<enum_Node_ProcessMode>`\ 。当该节点被禁用时,它始终使用 :ref:`Node.PROCESS_MODE_DISABLED<class_Node_constant_PROCESS_MODE_DISABLED>`\ 。
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.. rst-class:: classref-item-separator
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----
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.. _class_VisibleOnScreenEnabler2D_property_enable_node_path:
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.. rst-class:: classref-property
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:ref:`NodePath<class_NodePath>` **enable_node_path** = ``NodePath("..")`` :ref:`🔗<class_VisibleOnScreenEnabler2D_property_enable_node_path>`
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.. rst-class:: classref-property-setget
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- |void| **set_enable_node_path**\ (\ value\: :ref:`NodePath<class_NodePath>`\ )
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- :ref:`NodePath<class_NodePath>` **get_enable_node_path**\ (\ )
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目标节点的路径,相对于 **VisibleOnScreenEnabler2D**\ 。目标节点会被缓存;只有在设置这个属性时(\ **VisibleOnScreenEnabler2D** 位于场景树中),以及 **VisibleOnScreenEnabler2D** 进入场景树时会进行赋值。如果路径为空,则不会影响任何节点。如果路径无效,则还会生成错误。
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.. |virtual| replace:: :abbr:`virtual (本方法通常需要用户覆盖才能生效。)`
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.. |required| replace:: :abbr:`required (This method is required to be overridden when extending its base class.)`
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.. |const| replace:: :abbr:`const (本方法无副作用,不会修改该实例的任何成员变量。)`
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.. |vararg| replace:: :abbr:`vararg (本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。)`
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.. |constructor| replace:: :abbr:`constructor (本方法用于构造某个类型。)`
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.. |static| replace:: :abbr:`static (调用本方法无需实例,可直接使用类名进行调用。)`
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.. |operator| replace:: :abbr:`operator (本方法描述的是使用本类型作为左操作数的有效运算符。)`
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.. |bitfield| replace:: :abbr:`BitField (这个值是由下列位标志构成位掩码的整数。)`
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.. |void| replace:: :abbr:`void (无返回值。)`
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