classref: Sync with current master branch (705b7a0)

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Godot Organization
2024-05-31 13:54:35 +00:00
parent 32f1b6ea48
commit eacfba2716
835 changed files with 17350 additions and 17256 deletions

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@@ -82,7 +82,7 @@ Property Descriptions
.. rst-class:: classref-property
:ref:`bool<class_bool>` **enabled** = ``true``
:ref:`bool<class_bool>` **enabled** = ``true`` :ref:`🔗<class_SkeletonModification2D_property_enabled>`
.. rst-class:: classref-property-setget
@@ -99,7 +99,7 @@ If ``true``, the modification's :ref:`_execute<class_SkeletonModification2D_priv
.. rst-class:: classref-property
:ref:`int<class_int>` **execution_mode** = ``0``
:ref:`int<class_int>` **execution_mode** = ``0`` :ref:`🔗<class_SkeletonModification2D_property_execution_mode>`
.. rst-class:: classref-property-setget
@@ -121,7 +121,7 @@ Method Descriptions
.. rst-class:: classref-method
|void| **_draw_editor_gizmo**\ (\ ) |virtual|
|void| **_draw_editor_gizmo**\ (\ ) |virtual| :ref:`🔗<class_SkeletonModification2D_private_method__draw_editor_gizmo>`
Used for drawing **editor-only** modification gizmos. This function will only be called in the Godot editor and can be overridden to draw custom gizmos.
@@ -135,7 +135,7 @@ Used for drawing **editor-only** modification gizmos. This function will only be
.. rst-class:: classref-method
|void| **_execute**\ (\ delta\: :ref:`float<class_float>`\ ) |virtual|
|void| **_execute**\ (\ delta\: :ref:`float<class_float>`\ ) |virtual| :ref:`🔗<class_SkeletonModification2D_private_method__execute>`
Executes the given modification. This is where the modification performs whatever function it is designed to do.
@@ -147,7 +147,7 @@ Executes the given modification. This is where the modification performs whateve
.. rst-class:: classref-method
|void| **_setup_modification**\ (\ modification_stack\: :ref:`SkeletonModificationStack2D<class_SkeletonModificationStack2D>`\ ) |virtual|
|void| **_setup_modification**\ (\ modification_stack\: :ref:`SkeletonModificationStack2D<class_SkeletonModificationStack2D>`\ ) |virtual| :ref:`🔗<class_SkeletonModification2D_private_method__setup_modification>`
Called when the modification is setup. This is where the modification performs initialization.
@@ -159,7 +159,7 @@ Called when the modification is setup. This is where the modification performs i
.. rst-class:: classref-method
:ref:`float<class_float>` **clamp_angle**\ (\ angle\: :ref:`float<class_float>`, min\: :ref:`float<class_float>`, max\: :ref:`float<class_float>`, invert\: :ref:`bool<class_bool>`\ )
:ref:`float<class_float>` **clamp_angle**\ (\ angle\: :ref:`float<class_float>`, min\: :ref:`float<class_float>`, max\: :ref:`float<class_float>`, invert\: :ref:`bool<class_bool>`\ ) :ref:`🔗<class_SkeletonModification2D_method_clamp_angle>`
Takes an angle and clamps it so it is within the passed-in ``min`` and ``max`` range. ``invert`` will inversely clamp the angle, clamping it to the range outside of the given bounds.
@@ -171,7 +171,7 @@ Takes an angle and clamps it so it is within the passed-in ``min`` and ``max`` r
.. rst-class:: classref-method
:ref:`bool<class_bool>` **get_editor_draw_gizmo**\ (\ ) |const|
:ref:`bool<class_bool>` **get_editor_draw_gizmo**\ (\ ) |const| :ref:`🔗<class_SkeletonModification2D_method_get_editor_draw_gizmo>`
Returns whether this modification will call :ref:`_draw_editor_gizmo<class_SkeletonModification2D_private_method__draw_editor_gizmo>` in the Godot editor to draw modification-specific gizmos.
@@ -183,7 +183,7 @@ Returns whether this modification will call :ref:`_draw_editor_gizmo<class_Skele
.. rst-class:: classref-method
:ref:`bool<class_bool>` **get_is_setup**\ (\ ) |const|
:ref:`bool<class_bool>` **get_is_setup**\ (\ ) |const| :ref:`🔗<class_SkeletonModification2D_method_get_is_setup>`
Returns whether this modification has been successfully setup or not.
@@ -195,7 +195,7 @@ Returns whether this modification has been successfully setup or not.
.. rst-class:: classref-method
:ref:`SkeletonModificationStack2D<class_SkeletonModificationStack2D>` **get_modification_stack**\ (\ )
:ref:`SkeletonModificationStack2D<class_SkeletonModificationStack2D>` **get_modification_stack**\ (\ ) :ref:`🔗<class_SkeletonModification2D_method_get_modification_stack>`
Returns the :ref:`SkeletonModificationStack2D<class_SkeletonModificationStack2D>` that this modification is bound to. Through the modification stack, you can access the Skeleton2D the modification is operating on.
@@ -207,7 +207,7 @@ Returns the :ref:`SkeletonModificationStack2D<class_SkeletonModificationStack2D>
.. rst-class:: classref-method
|void| **set_editor_draw_gizmo**\ (\ draw_gizmo\: :ref:`bool<class_bool>`\ )
|void| **set_editor_draw_gizmo**\ (\ draw_gizmo\: :ref:`bool<class_bool>`\ ) :ref:`🔗<class_SkeletonModification2D_method_set_editor_draw_gizmo>`
Sets whether this modification will call :ref:`_draw_editor_gizmo<class_SkeletonModification2D_private_method__draw_editor_gizmo>` in the Godot editor to draw modification-specific gizmos.
@@ -219,7 +219,7 @@ Sets whether this modification will call :ref:`_draw_editor_gizmo<class_Skeleton
.. rst-class:: classref-method
|void| **set_is_setup**\ (\ is_setup\: :ref:`bool<class_bool>`\ )
|void| **set_is_setup**\ (\ is_setup\: :ref:`bool<class_bool>`\ ) :ref:`🔗<class_SkeletonModification2D_method_set_is_setup>`
Manually allows you to set the setup state of the modification. This function should only rarely be used, as the :ref:`SkeletonModificationStack2D<class_SkeletonModificationStack2D>` the modification is bound to should handle setting the modification up.