feat: godot-engine-source-4.3-stable
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engine/doc/classes/AnimatableBody2D.xml
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engine/doc/classes/AnimatableBody2D.xml
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="AnimatableBody2D" inherits="StaticBody2D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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A 2D physics body that can't be moved by external forces. When moved manually, it affects other bodies in its path.
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</brief_description>
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<description>
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An animatable 2D physics body. It can't be moved by external forces or contacts, but can be moved manually by other means such as code, [AnimationMixer]s (with [member AnimationMixer.callback_mode_process] set to [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]), and [RemoteTransform2D].
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When [AnimatableBody2D] is moved, its linear and angular velocity are estimated and used to affect other physics bodies in its path. This makes it useful for moving platforms, doors, and other moving objects.
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</description>
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<tutorials>
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</tutorials>
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<members>
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<member name="sync_to_physics" type="bool" setter="set_sync_to_physics" getter="is_sync_to_physics_enabled" default="true">
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If [code]true[/code], the body's movement will be synchronized to the physics frame. This is useful when animating movement via [AnimationPlayer], for example on moving platforms. Do [b]not[/b] use together with [method PhysicsBody2D.move_and_collide].
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</member>
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</members>
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</class>
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