doc: Fix invalid [enum] uses

This commit is contained in:
Rémi Verschelde 2018-10-31 13:01:54 +01:00
parent 45154be35f
commit 22b7489ab1
4 changed files with 4 additions and 4 deletions

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@ -238,7 +238,7 @@
The default time in which to blend animations. Ranges from 0 to 4096 with 0.01 precision. Default value: [code]0[/code]. The default time in which to blend animations. Ranges from 0 to 4096 with 0.01 precision. Default value: [code]0[/code].
</member> </member>
<member name="playback_process_mode" type="int" setter="set_animation_process_mode" getter="get_animation_process_mode" enum="AnimationPlayer.AnimationProcessMode"> <member name="playback_process_mode" type="int" setter="set_animation_process_mode" getter="get_animation_process_mode" enum="AnimationPlayer.AnimationProcessMode">
The process notification in which to update animations. Default value: [enum ANIMATION_PROCESS_IDLE]. The process notification in which to update animations. Default value: [code]ANIMATION_PROCESS_IDLE[/code].
</member> </member>
<member name="playback_speed" type="float" setter="set_speed_scale" getter="get_speed_scale"> <member name="playback_speed" type="float" setter="set_speed_scale" getter="get_speed_scale">
The speed scaling ratio. For instance, if this value is 1 then the animation plays at normal speed. If it's 0.5 then it plays at half speed. If it's 2 then it plays at double speed. Default value: [code]1[/code]. The speed scaling ratio. For instance, if this value is 1 then the animation plays at normal speed. If it's 0.5 then it plays at half speed. If it's 2 then it plays at double speed. Default value: [code]1[/code].

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Once set, Animation nodes can be added to the AnimationTreePlayer. Once set, Animation nodes can be added to the AnimationTreePlayer.
</member> </member>
<member name="playback_process_mode" type="int" setter="set_animation_process_mode" getter="get_animation_process_mode" enum="AnimationTreePlayer.AnimationProcessMode"> <member name="playback_process_mode" type="int" setter="set_animation_process_mode" getter="get_animation_process_mode" enum="AnimationTreePlayer.AnimationProcessMode">
The thread in which to update animations. Default value: [enum ANIMATION_PROCESS_IDLE]. The thread in which to update animations. Default value: [code]ANIMATION_PROCESS_IDLE[/code].
</member> </member>
</members> </members>
<constants> <constants>

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<argument index="0" name="edit_state" type="int" enum="PackedScene.GenEditState" default="0"> <argument index="0" name="edit_state" type="int" enum="PackedScene.GenEditState" default="0">
</argument> </argument>
<description> <description>
Instantiates the scene's node hierarchy. Triggers child scene instantiation(s). Triggers the [enum Node.NOTIFICATION_INSTANCED] notification on the root node. Instantiates the scene's node hierarchy. Triggers child scene instantiation(s). Triggers [Node]'s [code]NOTIFICATION_INSTANCED[/code] notification on the root node.
</description> </description>
</method> </method>
<method name="pack"> <method name="pack">

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tween.start() tween.start()
[/codeblock] [/codeblock]
Many methods require a property name, such as "position" above. You can find the correct property name by hovering over the property in the Inspector. Many methods require a property name, such as "position" above. You can find the correct property name by hovering over the property in the Inspector.
Many of the methods accept [code]trans_type[/code] and [code]ease_type[/code]. The first accepts an [enum TransitionType] constant, and refers to the way the timing of the animation is handled (see [code]http://easings.net/[/code] for some examples). The second accepts an [enum EaseType] constant, and controls the where [code]trans_type[/code] is applied to the interpolation (in the beginning, the end, or both). If you don't know which transition and easing to pick, you can try different [enum TransitionType] constants with [enum EASE_IN_OUT], and use the one that looks best. Many of the methods accept [code]trans_type[/code] and [code]ease_type[/code]. The first accepts an [enum TransitionType] constant, and refers to the way the timing of the animation is handled (see [code]http://easings.net/[/code] for some examples). The second accepts an [enum EaseType] constant, and controls the where [code]trans_type[/code] is applied to the interpolation (in the beginning, the end, or both). If you don't know which transition and easing to pick, you can try different [enum TransitionType] constants with [code]EASE_IN_OUT[/code], and use the one that looks best.
</description> </description>
<tutorials> <tutorials>
</tutorials> </tutorials>