Class PhysicalBone2D
- Namespace
- Godot
- Assembly
- GodotSharp.dll
The PhysicalBone2D node is a RigidBody2D-based node that can be used to make Bone2Ds in a Skeleton2D react to physics.
Note: To make the Bone2Ds visually follow the PhysicalBone2D node, use a SkeletonModification2DPhysicalBones modification on the Skeleton2D parent.
Note: The PhysicalBone2D node does not automatically create a Joint2D node to keep PhysicalBone2D nodes together. They must be created manually. For most cases, you want to use a PinJoint2D node. The PhysicalBone2D node will automatically configure the Joint2D node once it's been added as a child node.
public class PhysicalBone2D : RigidBody2D, IDisposable
- Inheritance
-
PhysicalBone2D
- Implements
- Inherited Members
Constructors
PhysicalBone2D()
public PhysicalBone2D()
Properties
AutoConfigureJoint
If true
, the PhysicalBone2D will automatically configure the first Joint2D child node. The automatic configuration is limited to setting up the node properties and positioning the Joint2D.
public bool AutoConfigureJoint { get; set; }
Property Value
Bone2DIndex
The index of the Bone2D that this PhysicalBone2D should simulate.
public int Bone2DIndex { get; set; }
Property Value
Bone2DNodePath
The NodePath to the Bone2D that this PhysicalBone2D should simulate.
public NodePath Bone2DNodePath { get; set; }
Property Value
FollowBoneWhenSimulating
If true
, the PhysicalBone2D will keep the transform of the bone it is bound to when simulating physics.
public bool FollowBoneWhenSimulating { get; set; }
Property Value
SimulatePhysics
If true
, the PhysicalBone2D will start simulating using physics. If false
, the PhysicalBone2D will follow the transform of the Bone2D node.
Note: To have the Bone2Ds visually follow the PhysicalBone2D, use a SkeletonModification2DPhysicalBones modification on the Skeleton2D node with the Bone2D nodes.
public bool SimulatePhysics { get; set; }
Property Value
Methods
GetJoint()
Returns the first Joint2D child node, if one exists. This is mainly a helper function to make it easier to get the Joint2D that the PhysicalBone2D is autoconfiguring.
public Joint2D GetJoint()
Returns
HasGodotClassMethod(in godot_string_name)
Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.
protected override bool HasGodotClassMethod(in godot_string_name method)
Parameters
method
godot_string_nameName of the method to check for.
Returns
HasGodotClassSignal(in godot_string_name)
Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.
protected override bool HasGodotClassSignal(in godot_string_name signal)
Parameters
signal
godot_string_nameName of the signal to check for.
Returns
InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)
Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.
protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)
Parameters
method
godot_string_nameName of the method to invoke.
args
NativeVariantPtrArgsArguments to use with the invoked method.
ret
godot_variantValue returned by the invoked method.
Returns
IsSimulatingPhysics()
Returns a boolean that indicates whether the PhysicalBone2D is running and simulating using the Godot 2D physics engine. When true
, the PhysicalBone2D node is using physics.
public bool IsSimulatingPhysics()