Table of Contents

Class SkeletonModification2D

Namespace
Godot
Assembly
GodotSharp.dll

This resource provides an interface that can be expanded so code that operates on Bone2D nodes in a Skeleton2D can be mixed and matched together to create complex interactions.

This is used to provide Godot with a flexible and powerful Inverse Kinematics solution that can be adapted for many different uses.

public class SkeletonModification2D : Resource, IDisposable
Inheritance
SkeletonModification2D
Implements
Derived
Inherited Members

Constructors

SkeletonModification2D()

public SkeletonModification2D()

Properties

Enabled

If true, the modification's _Execute(double) function will be called by the SkeletonModificationStack2D.

public bool Enabled { get; set; }

Property Value

bool

ExecutionMode

The execution mode for the modification. This tells the modification stack when to execute the modification. Some modifications have settings that are only available in certain execution modes.

public int ExecutionMode { get; set; }

Property Value

int

Methods

ClampAngle(float, float, float, bool)

Takes an angle and clamps it so it is within the passed-in min and max range. invert will inversely clamp the angle, clamping it to the range outside of the given bounds.

public float ClampAngle(float angle, float min, float max, bool invert)

Parameters

angle float
min float
max float
invert bool

Returns

float

GetEditorDrawGizmo()

Returns whether this modification will call _DrawEditorGizmo() in the Godot editor to draw modification-specific gizmos.

public bool GetEditorDrawGizmo()

Returns

bool

GetIsSetup()

Returns whether this modification has been successfully setup or not.

public bool GetIsSetup()

Returns

bool

GetModificationStack()

Returns the SkeletonModificationStack2D that this modification is bound to. Through the modification stack, you can access the Skeleton2D the modification is operating on.

public SkeletonModificationStack2D GetModificationStack()

Returns

SkeletonModificationStack2D

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_name

Name of the method to check for.

Returns

bool

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_name

Name of the signal to check for.

Returns

bool

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_name

Name of the method to invoke.

args NativeVariantPtrArgs

Arguments to use with the invoked method.

ret godot_variant

Value returned by the invoked method.

Returns

bool

SetEditorDrawGizmo(bool)

Sets whether this modification will call _DrawEditorGizmo() in the Godot editor to draw modification-specific gizmos.

public void SetEditorDrawGizmo(bool drawGizmo)

Parameters

drawGizmo bool

SetIsSetup(bool)

Manually allows you to set the setup state of the modification. This function should only rarely be used, as the SkeletonModificationStack2D the modification is bound to should handle setting the modification up.

public void SetIsSetup(bool isSetup)

Parameters

isSetup bool

_DrawEditorGizmo()

Used for drawing editor-only modification gizmos. This function will only be called in the Godot editor and can be overridden to draw custom gizmos.

Note: You will need to use the Skeleton2D from GetSkeleton() and it's draw functions, as the SkeletonModification2D resource cannot draw on its own.

public virtual void _DrawEditorGizmo()

_Execute(double)

Executes the given modification. This is where the modification performs whatever function it is designed to do.

public virtual void _Execute(double delta)

Parameters

delta double

_SetupModification(SkeletonModificationStack2D)

Called when the modification is setup. This is where the modification performs initialization.

public virtual void _SetupModification(SkeletonModificationStack2D modificationStack)

Parameters

modificationStack SkeletonModificationStack2D