godot/doc/classes/NavigationLink2D.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="NavigationLink2D" inherits="Node2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Creates a link between two locations that [NavigationServer2D] can route agents through.
</brief_description>
<description>
Creates a link between two locations that [NavigationServer2D] can route agents through. Links can be used to express navigation methods that aren't just traveling along the surface of the navigation mesh, like zip-lines, teleporters, or jumping across gaps.
</description>
<tutorials>
</tutorials>
<methods>
<method name="get_navigation_layer_value" qualifiers="const">
<return type="bool" />
<param index="0" name="layer_number" type="int" />
<description>
Returns whether or not the specified layer of the [member navigation_layers] bitmask is enabled, given a [code]layer_number[/code] between 1 and 32.
</description>
</method>
<method name="set_navigation_layer_value">
<return type="void" />
<param index="0" name="layer_number" type="int" />
<param index="1" name="value" type="bool" />
<description>
Based on [code]value[/code], enables or disables the specified layer in the [member navigation_layers] bitmask, given a [code]layer_number[/code] between 1 and 32.
</description>
</method>
</methods>
<members>
<member name="bidirectional" type="bool" setter="set_bidirectional" getter="is_bidirectional" default="true">
Whether this link can be traveled in both directions or only from [member start_location] to [member end_location].
</member>
<member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true">
Whether this link is currently active. If [code]false[/code], [method NavigationServer2D.map_get_path] will ignore this link.
</member>
<member name="end_location" type="Vector2" setter="set_end_location" getter="get_end_location" default="Vector2(0, 0)">
Ending position of the link.
This position will search out the nearest polygon in the navigation mesh to attach to.
The distance the link will search is controlled by [method NavigationServer2D.map_set_link_connection_radius].
</member>
<member name="enter_cost" type="float" setter="set_enter_cost" getter="get_enter_cost" default="0.0">
When pathfinding enters this link from another regions navmesh the [code]enter_cost[/code] value is added to the path distance for determining the shortest path.
</member>
<member name="navigation_layers" type="int" setter="set_navigation_layers" getter="get_navigation_layers" default="1">
A bitfield determining all navigation layers the link belongs to. These navigation layers will be checked when requesting a path with [method NavigationServer2D.map_get_path].
</member>
<member name="start_location" type="Vector2" setter="set_start_location" getter="get_start_location" default="Vector2(0, 0)">
Starting position of the link.
This position will search out the nearest polygon in the navigation mesh to attach to.
The distance the link will search is controlled by [method NavigationServer2D.map_set_link_connection_radius].
</member>
<member name="travel_cost" type="float" setter="set_travel_cost" getter="get_travel_cost" default="1.0">
When pathfinding moves along the link the traveled distance is multiplied with [code]travel_cost[/code] for determining the shortest path.
</member>
</members>
</class>