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SkeletonModificationStack2D
Table of contents

SkeletonModificationStack2D #

is_refcounted, is_instantiable, resource, core, not_builtin_classes

A resource that holds a stack of SkeletonModification2Ds.

This resource is used by the Skeleton and holds a stack of SkeletonModification2Ds.

This controls the order of the modifications and how they are applied. Modification order is especially important for full-body IK setups, as you need to execute the modifications in the correct order to get the desired results. For example, you want to execute a modification on the spine before the arms on a humanoid skeleton.

This resource also controls how strongly all of the modifications are applied to the Skeleton2D.

Members #

var enabled: bool = false#

If true, the modification's in the stack will be called. This is handled automatically through the Skeleton2D node.

var modification_count: int = 0#

The number of modifications in the stack.

var strength: float = 1.0#

The interpolation strength of the modifications in stack. A value of 0 will make it where the modifications are not applied, a strength of 0.5 will be half applied, and a strength of 1 will allow the modifications to be fully applied and override the Skeleton2D Bone2D poses.

Methods #

func add_modification(modification: SkeletonModification2D) -> void#

Adds the passed-in SkeletonModification2D to the stack.

func delete_modification(mod_idx: int) -> void#

Deletes the SkeletonModification2D at the index position mod_idx, if it exists.

func enable_all_modifications(enabled: bool) -> void#

Enables all SkeletonModification2Ds in the stack.

func execute(execution_mode: int) -> void#

Executes all of the SkeletonModification2Ds in the stack that use the same execution mode as the passed-in execution_mode, starting from index 0 to modification_count.

Note: The order of the modifications can matter depending on the modifications. For example, modifications on a spine should operate before modifications on the arms in order to get proper results.

const func get_is_setup() -> bool#

Returns a boolean that indicates whether the modification stack is setup and can execute.

const func get_modification(mod_idx: int) -> SkeletonModification2D#

Returns the SkeletonModification2D at the passed-in index, mod_idx.

const func get_skeleton() -> Skeleton2D#

Returns the Skeleton2D node that the SkeletonModificationStack2D is bound to.

func set_modification(modification: SkeletonModification2D) -> void#

Sets the modification at mod_idx to the passed-in modification, modification.

func setup() -> void#

Sets up the modification stack so it can execute. This function should be called by Skeleton2D and shouldn't be manually called unless you know what you are doing.

Annotations #

Constants #

Constructors #

Enums #

Operators #

Signals #

Theme Items #

Tutorials #