Table of Contents

Class SkeletonModification2DPhysicalBones

Namespace
Godot
Assembly
GodotSharp.dll

This modification takes the transforms of PhysicalBone2D nodes and applies them to Bone2D nodes. This allows the Bone2D nodes to react to physics thanks to the linked PhysicalBone2D nodes.

Experimental. Physical bones may be changed in the future to perform the position update of Bone2D on their own.

public class SkeletonModification2DPhysicalBones : SkeletonModification2D, IDisposable
Inheritance
SkeletonModification2DPhysicalBones
Implements
Inherited Members

Constructors

SkeletonModification2DPhysicalBones()

public SkeletonModification2DPhysicalBones()

Properties

PhysicalBoneChainLength

The number of PhysicalBone2D nodes linked in this modification.

public int PhysicalBoneChainLength { get; set; }

Property Value

int

Methods

FetchPhysicalBones()

Empties the list of PhysicalBone2D nodes and populates it with all PhysicalBone2D nodes that are children of the Skeleton2D.

public void FetchPhysicalBones()

GetPhysicalBoneNode(int)

Returns the PhysicalBone2D node at jointIdx.

public NodePath GetPhysicalBoneNode(int jointIdx)

Parameters

jointIdx int

Returns

NodePath

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

SetPhysicalBoneNode(int, NodePath)

Sets the PhysicalBone2D node at jointIdx.

Note: This is just the index used for this modification, not the bone index used in the Skeleton2D.

public void SetPhysicalBoneNode(int jointIdx, NodePath physicalbone2DNode)

Parameters

jointIdx int
physicalbone2DNode NodePath

StartSimulation(Array<StringName>)

Tell the PhysicalBone2D nodes to start simulating and interacting with the physics world.

Optionally, an array of bone names can be passed to this function, and that will cause only PhysicalBone2D nodes with those names to start simulating.

public void StartSimulation(Array<StringName> bones = null)

Parameters

bones Array<StringName>

StopSimulation(Array<StringName>)

Tell the PhysicalBone2D nodes to stop simulating and interacting with the physics world.

Optionally, an array of bone names can be passed to this function, and that will cause only PhysicalBone2D nodes with those names to stop simulating.

public void StopSimulation(Array<StringName> bones = null)

Parameters

bones Array<StringName>