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doc: Use self-closing tags for return and argument
For the time being we don't support writing a description for those, preferring having all details in the method's description. Using self-closing tags saves half the lines, and prevents contributors from thinking that they should write the argument or return documentation there.
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@@ -11,81 +11,64 @@
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</tutorials>
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<methods>
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<method name="_draw_editor_gizmo" qualifiers="virtual">
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<return type="void">
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</return>
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<return type="void" />
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<description>
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Used for drawing [b]editor-only[/b] modification gizmos. This function will only be called in the Godot editor and can be overridden to draw custom gizmos.
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[b]Note:[/b] You will need to use the Skeleton2D from [method SkeletonModificationStack2D.get_skeleton] and it's draw functions, as the [SkeletonModification2D] resource cannot draw on its own.
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</description>
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</method>
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<method name="_execute" qualifiers="virtual">
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<return type="void">
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</return>
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<argument index="0" name="delta" type="float">
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</argument>
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<return type="void" />
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<argument index="0" name="delta" type="float" />
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<description>
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Executes the given modification. This is where the modification performs whatever function it is designed to do.
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</description>
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</method>
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<method name="_setup_modification" qualifiers="virtual">
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<return type="void">
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</return>
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<argument index="0" name="modification_stack" type="SkeletonModificationStack2D">
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</argument>
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<return type="void" />
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<argument index="0" name="modification_stack" type="SkeletonModificationStack2D" />
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<description>
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Called when the modification is setup. This is where the modification performs initialization.
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</description>
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</method>
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<method name="clamp_angle">
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<return type="float">
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</return>
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<argument index="0" name="angle" type="float">
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</argument>
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<argument index="1" name="min" type="float">
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</argument>
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<argument index="2" name="max" type="float">
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</argument>
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<argument index="3" name="invert" type="bool">
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</argument>
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<return type="float" />
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<argument index="0" name="angle" type="float" />
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<argument index="1" name="min" type="float" />
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<argument index="2" name="max" type="float" />
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<argument index="3" name="invert" type="bool" />
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<description>
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Takes a angle and clamps it so it is within the passed-in [code]min[/code] and [code]max[/code] range. [code]invert[/code] will inversely clamp the angle, clamping it to the range outside of the given bounds.
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</description>
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</method>
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<method name="get_editor_draw_gizmo" qualifiers="const">
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<return type="bool">
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</return>
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<return type="bool" />
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<description>
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Returns whether this modification will call [method _draw_editor_gizmo] in the Godot editor to draw modification-specific gizmos.
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</description>
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</method>
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<method name="get_is_setup" qualifiers="const">
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<return type="bool">
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</return>
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<return type="bool" />
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<description>
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Returns whether this modification has been successfully setup or not.
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</description>
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</method>
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<method name="get_modification_stack">
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<return type="SkeletonModificationStack2D">
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</return>
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<return type="SkeletonModificationStack2D" />
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<description>
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Returns the [SkeletonModificationStack2D] that this modification is bound to. Through the modification stack, you can access the Skeleton3D the modification is operating on.
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</description>
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</method>
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<method name="set_editor_draw_gizmo">
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<return type="void">
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</return>
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<argument index="0" name="draw_gizmo" type="bool">
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</argument>
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<return type="void" />
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<argument index="0" name="draw_gizmo" type="bool" />
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<description>
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Sets whether this modification will call [method _draw_editor_gizmo] in the Godot editor to draw modification-specific gizmos.
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</description>
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</method>
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<method name="set_is_setup">
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<return type="void">
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</return>
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<argument index="0" name="is_setup" type="bool">
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</argument>
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<return type="void" />
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<argument index="0" name="is_setup" type="bool" />
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<description>
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Manually allows you to set the setup state of the modification. This function should only rarely be used, as the [SkeletonModificationStack2D] the modification is bound to should handle setting the modification up.
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</description>
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