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add viewport.get_camera_2d()
* there is now a more clear distinction between camera_2d and camera_3d functions in the engine code * simplified camera2d's exported interface - now everything happens directly with the 'current' variable and make_current and clear_current are no longer exposed- there were some situations where calling one instead of set_current would result in incomplete results * rebased to current godot master
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@@ -21,13 +21,6 @@
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Aligns the camera to the tracked node.
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</description>
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</method>
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<method name="clear_current">
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<return type="void">
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</return>
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<description>
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Removes any [Camera2D] from the ancestor [Viewport]'s internal currently-assigned camera.
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</description>
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</method>
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<method name="force_update_scroll">
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<return type="void">
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</return>
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@@ -67,13 +60,6 @@
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Returns the camera limit for the specified [enum Side]. See also [member limit_bottom], [member limit_top], [member limit_left], and [member limit_right].
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</description>
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</method>
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<method name="make_current">
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<return type="void">
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</return>
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<description>
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Make this the current 2D camera for the scene (viewport and layer), in case there are many cameras in the scene.
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</description>
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</method>
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<method name="reset_smoothing">
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<return type="void">
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</return>
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@@ -109,7 +95,7 @@
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<member name="anchor_mode" type="int" setter="set_anchor_mode" getter="get_anchor_mode" enum="Camera2D.AnchorMode" default="1">
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The Camera2D's anchor point. See [enum AnchorMode] constants.
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</member>
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<member name="current" type="bool" setter="_set_current" getter="is_current" default="false">
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<member name="current" type="bool" setter="set_current" getter="is_current" default="false">
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If [code]true[/code], the camera is the active camera for the current scene. Only one camera can be current, so setting a different camera [code]current[/code] will disable this one.
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</member>
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<member name="custom_viewport" type="Node" setter="set_custom_viewport" getter="get_custom_viewport">
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