feat: godot-engine-source-4.3-stable
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engine/doc/classes/VisibleOnScreenNotifier2D.xml
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engine/doc/classes/VisibleOnScreenNotifier2D.xml
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="VisibleOnScreenNotifier2D" inherits="Node2D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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A rectangular region of 2D space that detects whether it is visible on screen.
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</brief_description>
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<description>
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[VisibleOnScreenNotifier2D] represents a rectangular region of 2D space. When any part of this region becomes visible on screen or in a viewport, it will emit a [signal screen_entered] signal, and likewise it will emit a [signal screen_exited] signal when no part of it remains visible.
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If you want a node to be enabled automatically when this region is visible on screen, use [VisibleOnScreenEnabler2D].
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[b]Note:[/b] [VisibleOnScreenNotifier2D] uses the render culling code to determine whether it's visible on screen, so it won't function unless [member CanvasItem.visible] is set to [code]true[/code].
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</description>
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<tutorials>
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<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/2712</link>
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</tutorials>
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<methods>
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<method name="is_on_screen" qualifiers="const">
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<return type="bool" />
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<description>
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If [code]true[/code], the bounding rectangle is on the screen.
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[b]Note:[/b] It takes one frame for the [VisibleOnScreenNotifier2D]'s visibility to be determined once added to the scene tree, so this method will always return [code]false[/code] right after it is instantiated, before the draw pass.
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</description>
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</method>
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</methods>
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<members>
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<member name="rect" type="Rect2" setter="set_rect" getter="get_rect" default="Rect2(-10, -10, 20, 20)">
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The VisibleOnScreenNotifier2D's bounding rectangle.
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</member>
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</members>
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<signals>
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<signal name="screen_entered">
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<description>
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Emitted when the VisibleOnScreenNotifier2D enters the screen.
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</description>
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</signal>
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<signal name="screen_exited">
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<description>
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Emitted when the VisibleOnScreenNotifier2D exits the screen.
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</description>
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</signal>
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</signals>
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</class>
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