[DOCS] Classref additions and consistency fixes
(cherry picked from commit ec5cc708ce
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@ -27,6 +27,7 @@
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<argument index="0" name="bit" type="int">
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</argument>
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<description>
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Returns an individual bit on the collision mask.
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</description>
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</method>
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<method name="get_collision_mask_bit" qualifiers="const">
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<argument index="0" name="bit" type="int">
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</argument>
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<description>
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Returns an individual bit on the collision mask.
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</description>
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</method>
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<method name="remove_collision_exception_with">
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<argument index="1" name="value" type="bool">
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</argument>
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<description>
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Sets individual bits on the layer mask. Use this if you only need to change one layer's value.
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</description>
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</method>
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<method name="set_collision_mask_bit">
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<argument index="1" name="value" type="bool">
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</argument>
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<description>
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Sets individual bits on the collision mask. Use this if you only need to change one layer's value.
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</description>
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</method>
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</methods>
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A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A.
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</member>
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<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask">
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The physics layers this area can scan for collisions.
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The physics layers this area scans for collisions.
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</member>
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</members>
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<constants>
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<argument index="0" name="bit" type="int">
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</argument>
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<description>
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Return an individual bit on the collision mask.
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Returns an individual bit on the collision mask.
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</description>
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</method>
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<method name="get_collision_mask_bit" qualifiers="const">
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<argument index="0" name="bit" type="int">
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</argument>
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<description>
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Return an individual bit on the collision mask.
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Returns an individual bit on the collision mask.
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</description>
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</method>
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<method name="remove_collision_exception_with">
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<argument index="1" name="value" type="bool">
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</argument>
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<description>
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Set/clear individual bits on the layer mask. This makes getting a body in/out of only one layer easier.
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Sets individual bits on the layer mask. Use this if you only need to change one layer's value.
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</description>
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</method>
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<method name="set_collision_mask_bit">
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<argument index="1" name="value" type="bool">
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</argument>
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<description>
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Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier.
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Sets individual bits on the collision mask. Use this if you only need to change one layer's value.
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</description>
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</method>
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</methods>
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A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A.
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</member>
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<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask">
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The physics layers this area can scan for collisions.
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The physics layers this area scans for collisions.
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</member>
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<member name="layers" type="int" setter="_set_layers" getter="_get_layers">
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Both collision_layer and collision_mask. Returns collision_layer when accessed. Updates collision_layers and collision_mask when modified.
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Both [member collision_layer] and [member collision_mask]. Returns [member collision_layer] when accessed. Updates [member collision_layer] and [member collision_mask] when modified.
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</member>
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</members>
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<constants>
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A script interface to a scene file's data.
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</brief_description>
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<description>
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Maintains a list of resources, nodes, exported and overridden properties, and built-in scripts associated with a scene.
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Maintains a list of resources, nodes, exported, and overridden properties, and built-in scripts associated with a scene.
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</description>
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<tutorials>
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</tutorials>
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<argument index="2" name="shape_xform" type="Transform2D">
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</argument>
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<description>
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Return whether this shape is colliding with another.
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Returns [code]true[/code] if this shape is colliding with another.
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This method needs the transformation matrix for this shape ([code]local_xform[/code]), the shape to check collisions with ([code]with_shape[/code]), and the transformation matrix of that shape ([code]shape_xform[/code]).
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</description>
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</method>
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<argument index="2" name="shape_xform" type="Transform2D">
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</argument>
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<description>
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Return a list of the points where this shape touches another. If there are no collisions, the list is empty.
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Returns a list of the points where this shape touches another. If there are no collisions the list is empty.
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This method needs the transformation matrix for this shape ([code]local_xform[/code]), the shape to check collisions with ([code]with_shape[/code]), and the transformation matrix of that shape ([code]shape_xform[/code]).
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</description>
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</method>
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<argument index="4" name="shape_motion" type="Vector2">
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</argument>
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<description>
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Return a list of the points where this shape would touch another, if a given movement was applied. If there are no collisions, the list is empty.
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Returns a list of the points where this shape would touch another, if a given movement was applied. If there are no collisions the list is empty.
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This method needs the transformation matrix for this shape ([code]local_xform[/code]), the movement to test on this shape ([code]local_motion[/code]), the shape to check collisions with ([code]with_shape[/code]), the transformation matrix of that shape ([code]shape_xform[/code]), and the movement to test onto the other object ([code]shape_motion[/code]).
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</description>
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</method>
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<return type="String">
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</return>
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<description>
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Returns the Shortcut's [InputEvent] as a [String].
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Returns the shortcut's [InputEvent] as a [String].
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</description>
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</method>
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<method name="is_shortcut" qualifiers="const">
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<argument index="0" name="event" type="InputEvent">
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</argument>
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<description>
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Returns [code]true[/code] if the Shortcut's [InputEvent] equals [code]event[/code].
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Returns [code]true[/code] if the shortcut's [InputEvent] equals [code]event[/code].
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</description>
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</method>
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<method name="is_valid" qualifiers="const">
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<return type="bool">
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</return>
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<description>
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If [code]true[/code] this Shortcut is valid.
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If [code]true[/code] this shortcut is valid.
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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="shortcut" type="InputEvent" setter="set_shortcut" getter="get_shortcut">
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The Shortcut's [InputEvent].
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The shortcut's [InputEvent].
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Generally the [InputEvent] is a keyboard key, though it can be any [InputEvent].
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</member>
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</members>
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<return type="void">
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</return>
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<description>
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Stop (cancel) the Timer.
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Stops the timer.
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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="autostart" type="bool" setter="set_autostart" getter="has_autostart">
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If [code]true[/code], Timer will automatically start when entering the scene tree. Default value: [code]false[/code].
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If [code]true[/code] the timer will automatically start when entering the scene tree. Default value: [code]false[/code].
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</member>
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<member name="one_shot" type="bool" setter="set_one_shot" getter="is_one_shot">
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If [code]true[/code], Timer will stop when reaching 0. If [code]false[/code], it will restart. Default value: [code]false[/code].
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If [code]true[/code] the timer will stop when reaching 0. If [code]false[/code] it will restart. Default value: [code]false[/code].
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</member>
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<member name="paused" type="bool" setter="set_paused" getter="is_paused">
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If [code]true[/code], the timer is paused and will not process until it is unpaused again, even if [method start] is called.
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If [code]true[/code] the timer is paused and will not process until it is unpaused again, even if [method start] is called.
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</member>
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<member name="process_mode" type="int" setter="set_timer_process_mode" getter="get_timer_process_mode" enum="Timer.TimerProcessMode">
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Processing mode. Uses TIMER_PROCESS_* constants as value.
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Processing mode. See [enum TimerProcessMode].
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</member>
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<member name="time_left" type="float" setter="" getter="get_time_left">
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The timer's remaining time in seconds. Returns 0 if the timer is inactive.
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Note: You cannot set this value. To change the timer's remaining time, use [member wait_time].
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</member>
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<member name="wait_time" type="float" setter="set_wait_time" getter="get_wait_time">
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Wait time in seconds.
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<signals>
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<signal name="timeout">
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<description>
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Emitted when the Timer reaches 0.
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Emitted when the timer reaches 0.
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</description>
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</signal>
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</signals>
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<constants>
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<constant name="TIMER_PROCESS_PHYSICS" value="0" enum="TimerProcessMode">
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Update the Timer during the physics step at each frame (fixed framerate processing).
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Update the timer during the physics step at each frame (fixed framerate processing).
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</constant>
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<constant name="TIMER_PROCESS_IDLE" value="1" enum="TimerProcessMode">
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Update the Timer during the idle time at each frame.
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Update the timer during the idle time at each frame.
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</constant>
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</constants>
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</class>
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