Update documentation for the new ProcessMode

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Aaron Franke 2021-02-19 07:57:41 -05:00
parent 6d0c502ee4
commit 78de8a762b
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6 changed files with 27 additions and 18 deletions

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@ -46,6 +46,7 @@
The path to the [AnimationPlayer] used for animating.
</member>
<member name="process_callback" type="int" setter="set_process_callback" getter="get_process_callback" enum="AnimationTree.AnimationProcessCallback" default="1">
The process mode of this [AnimationTree]. See [enum AnimationProcessCallback] for available modes.
</member>
<member name="root_motion_track" type="NodePath" setter="set_root_motion_track" getter="get_root_motion_track" default="NodePath(&quot;&quot;)">
The path to the Animation track used for root motion. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. To specify a track that controls properties or bones, append its name after the path, separated by [code]":"[/code]. For example, [code]"character/skeleton:ankle"[/code] or [code]"character/mesh:transform/local"[/code].

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@ -883,6 +883,7 @@
The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using [PackedScene]), all the nodes it owns will be saved with it. This allows for the creation of complex [SceneTree]s, with instancing and subinstancing.
</member>
<member name="process_mode" type="int" setter="set_process_mode" getter="get_process_mode" enum="Node.ProcessMode" default="0">
Can be used to pause or unpause the node, or make the node paused based on the [SceneTree], or make it inherit the process mode from its parent (default).
</member>
<member name="process_priority" type="int" setter="set_process_priority" getter="get_process_priority" default="0">
The node's priority in the execution order of the enabled processing callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose process priority value is [i]lower[/i] will have their processing callbacks executed first.
@ -1031,14 +1032,19 @@
Notification received when text server is changed.
</constant>
<constant name="PROCESS_MODE_INHERIT" value="0" enum="ProcessMode">
Inherits process mode from the node's parent. For the root node, it is equivalent to [constant PROCESS_MODE_PAUSABLE]. Default.
</constant>
<constant name="PROCESS_MODE_PAUSABLE" value="1" enum="ProcessMode">
Stops processing when the [SceneTree] is paused (process when unpaused). This is the inverse of [constant PROCESS_MODE_WHEN_PAUSED].
</constant>
<constant name="PROCESS_MODE_WHEN_PAUSED" value="2" enum="ProcessMode">
Only process when the [SceneTree] is paused (don't process when unpaused). This is the inverse of [constant PROCESS_MODE_PAUSABLE].
</constant>
<constant name="PROCESS_MODE_ALWAYS" value="3" enum="ProcessMode">
Always process. Continue processing always, ignoring the [SceneTree]'s paused property. This is the inverse of [constant PROCESS_MODE_DISABLED].
</constant>
<constant name="PROCESS_MODE_DISABLED" value="4" enum="ProcessMode">
Never process. Completely disables processing, ignoring the [SceneTree]'s paused property. This is the inverse of [constant PROCESS_MODE_ALWAYS].
</constant>
<constant name="DUPLICATE_SIGNALS" value="1" enum="DuplicateFlags">
Duplicate the node's signals.

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@ -64,10 +64,10 @@
</return>
<argument index="0" name="time_sec" type="float">
</argument>
<argument index="1" name="pause_mode_process" type="bool" default="true">
<argument index="1" name="process_always" type="bool" default="true">
</argument>
<description>
Returns a [SceneTreeTimer] which will [signal SceneTreeTimer.timeout] after the given time in seconds elapsed in this [SceneTree]. If [code]pause_mode_process[/code] is set to [code]false[/code], pausing the [SceneTree] will also pause the timer.
Returns a [SceneTreeTimer] which will [signal SceneTreeTimer.timeout] after the given time in seconds elapsed in this [SceneTree]. If [code]process_always[/code] is set to [code]false[/code], pausing the [SceneTree] will also pause the timer.
Commonly used to create a one-shot delay timer as in the following example:
[codeblock]
func some_function():
@ -363,6 +363,7 @@
</signal>
<signal name="tree_process_mode_changed">
<description>
This signal is only emitted in the editor, it allows the editor to update the visibility of disabled nodes. Emitted whenever any node's [member Node.process_mode] is changed.
</description>
</signal>
</signals>