godot/doc/classes/VisibleOnScreenNotifier2D.xml

Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.

41 lines
1.9 KiB
XML
Raw Normal View History

<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisibleOnScreenNotifier2D" inherits="Node2D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Detects when the node extents are visible on screen.
</brief_description>
<description>
The VisibleOnScreenNotifier2D detects when it is visible on the screen. It also notifies when its bounding rectangle enters or exits the screen or a viewport.
If you want nodes to be disabled automatically when they exit the screen, use [VisibleOnScreenEnabler2D] instead.
[b]Note:[/b] VisibleOnScreenNotifier2D uses the render culling code to determine whether it's visible on screen, which also means that its [member CanvasItem.visible] must be [code]true[/code] to work correctly.
</description>
<tutorials>
<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
</tutorials>
<methods>
<method name="is_on_screen" qualifiers="const">
<return type="bool" />
<description>
If [code]true[/code], the bounding rectangle is on the screen.
[b]Note:[/b] It takes one frame for the node's visibility to be assessed once added to the scene tree, so this method will return [code]false[/code] right after it is instantiated, even if it will be on screen in the draw pass.
</description>
</method>
</methods>
<members>
<member name="rect" type="Rect2" setter="set_rect" getter="get_rect" default="Rect2(-10, -10, 20, 20)">
The VisibleOnScreenNotifier2D's bounding rectangle.
</member>
</members>
<signals>
<signal name="screen_entered">
<description>
Emitted when the VisibleOnScreenNotifier2D enters the screen.
</description>
</signal>
<signal name="screen_exited">
<description>
Emitted when the VisibleOnScreenNotifier2D exits the screen.
</description>
</signal>
</signals>
</class>