Fix several minor class reference issues

This commit is contained in:
skyace65 2024-01-23 21:30:43 -05:00
parent 74c32faa78
commit ed20e32f06
5 changed files with 5 additions and 3 deletions

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@ -117,6 +117,7 @@
<signal name="animation_finished"> <signal name="animation_finished">
<description> <description>
Emitted when the animation reaches the end, or the start if it is played in reverse. When the animation finishes, it pauses the playback. Emitted when the animation reaches the end, or the start if it is played in reverse. When the animation finishes, it pauses the playback.
[b]Note:[/b] This signal is not emitted if an animation is looping.
</description> </description>
</signal> </signal>
<signal name="animation_looped"> <signal name="animation_looped">

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@ -104,6 +104,7 @@
<signal name="animation_finished"> <signal name="animation_finished">
<description> <description>
Emitted when the animation reaches the end, or the start if it is played in reverse. When the animation finishes, it pauses the playback. Emitted when the animation reaches the end, or the start if it is played in reverse. When the animation finishes, it pauses the playback.
[b]Note:[/b] This signal is not emitted if an animation is looping.
</description> </description>
</signal> </signal>
<signal name="animation_looped"> <signal name="animation_looped">

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@ -4,7 +4,7 @@
A ray in 2D space, used to find the first [CollisionObject2D] it intersects. A ray in 2D space, used to find the first [CollisionObject2D] it intersects.
</brief_description> </brief_description>
<description> <description>
A raycast represents a ray from its origin to its [member target_position] that finds the closest [CollisionObject2D] along its path, if it intersects any. This is useful for a lot of things, such as A raycast represents a ray from its origin to its [member target_position] that finds the closest [CollisionObject2D] along its path, if it intersects any.
[RayCast2D] can ignore some objects by adding them to an exception list, by making its detection reporting ignore [Area2D]s ([member collide_with_areas]) or [PhysicsBody2D]s ([member collide_with_bodies]), or by configuring physics layers. [RayCast2D] can ignore some objects by adding them to an exception list, by making its detection reporting ignore [Area2D]s ([member collide_with_areas]) or [PhysicsBody2D]s ([member collide_with_bodies]), or by configuring physics layers.
[RayCast2D] calculates intersection every physics frame, and it holds the result until the next physics frame. For an immediate raycast, or if you want to configure a [RayCast2D] multiple times within the same physics frame, use [method force_raycast_update]. [RayCast2D] calculates intersection every physics frame, and it holds the result until the next physics frame. For an immediate raycast, or if you want to configure a [RayCast2D] multiple times within the same physics frame, use [method force_raycast_update].
To sweep over a region of 2D space, you can approximate the region with multiple [RayCast2D]s or use [ShapeCast2D]. To sweep over a region of 2D space, you can approximate the region with multiple [RayCast2D]s or use [ShapeCast2D].

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@ -4,7 +4,7 @@
A ray in 3D space, used to find the first [CollisionObject3D] it intersects. A ray in 3D space, used to find the first [CollisionObject3D] it intersects.
</brief_description> </brief_description>
<description> <description>
A raycast represents a ray from its origin to its [member target_position] that finds the closest [CollisionObject3D] along its path, if it intersects any. This is useful for a lot of things, such as A raycast represents a ray from its origin to its [member target_position] that finds the closest [CollisionObject3D] along its path, if it intersects any.
[RayCast3D] can ignore some objects by adding them to an exception list, by making its detection reporting ignore [Area3D]s ([member collide_with_areas]) or [PhysicsBody3D]s ([member collide_with_bodies]), or by configuring physics layers. [RayCast3D] can ignore some objects by adding them to an exception list, by making its detection reporting ignore [Area3D]s ([member collide_with_areas]) or [PhysicsBody3D]s ([member collide_with_bodies]), or by configuring physics layers.
[RayCast3D] calculates intersection every physics frame, and it holds the result until the next physics frame. For an immediate raycast, or if you want to configure a [RayCast3D] multiple times within the same physics frame, use [method force_raycast_update]. [RayCast3D] calculates intersection every physics frame, and it holds the result until the next physics frame. For an immediate raycast, or if you want to configure a [RayCast3D] multiple times within the same physics frame, use [method force_raycast_update].
To sweep over a region of 3D space, you can approximate the region with multiple [RayCast3D]s or use [ShapeCast3D]. To sweep over a region of 3D space, you can approximate the region with multiple [RayCast3D]s or use [ShapeCast3D].

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@ -6,7 +6,7 @@
<description> <description>
A 4-element structure that can be used to represent 4D grid coordinates or any other quadruplet of integers. A 4-element structure that can be used to represent 4D grid coordinates or any other quadruplet of integers.
It uses integer coordinates and is therefore preferable to [Vector4] when exact precision is required. Note that the values are limited to 32 bits, and unlike [Vector4] this cannot be configured with an engine build option. Use [int] or [PackedInt64Array] if 64-bit values are needed. It uses integer coordinates and is therefore preferable to [Vector4] when exact precision is required. Note that the values are limited to 32 bits, and unlike [Vector4] this cannot be configured with an engine build option. Use [int] or [PackedInt64Array] if 64-bit values are needed.
[b]Note:[/b] In a boolean context, a Vector4i will evaluate to [code]false[/code] if it's equal to [code]Vector4i(0, 0, 0, 0)[/code]. Otherwise, a Vector3i will always evaluate to [code]true[/code]. [b]Note:[/b] In a boolean context, a Vector4i will evaluate to [code]false[/code] if it's equal to [code]Vector4i(0, 0, 0, 0)[/code]. Otherwise, a Vector4i will always evaluate to [code]true[/code].
</description> </description>
<tutorials> <tutorials>
</tutorials> </tutorials>