Inherits: Resource < RefCounted < Object
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.
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void | add_modification ( SkeletonModification2D modification ) |
void | delete_modification ( int mod_idx ) |
void | enable_all_modifications ( bool enabled ) |
void | |
get_is_setup ( ) const | |
get_modification ( int mod_idx ) const | |
get_skeleton ( ) const | |
void | set_modification ( int mod_idx, SkeletonModification2D modification ) |
void | setup ( ) |
false
If true, the modification's in the stack will be called. This is handled automatically through the Skeleton2D node.
0
The number of modifications in the stack.
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.
Adds the passed-in SkeletonModification2D to the stack.
Deletes the SkeletonModification2D at the index position mod_idx, if it exists.
Enables all SkeletonModification2Ds in the stack.
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.
Returns a boolean that indicates whether the modification stack is setup and can execute.
Returns the SkeletonModification2D at the passed-in index, mod_idx.
Returns the Skeleton2D node that the SkeletonModificationStack2D is bound to.
Sets the modification at mod_idx to the passed-in modification, modification.
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.
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Licensed under the Creative Commons Attribution Unported License v3.0.
https://docs.godotengine.org/en/4.2/classes/class_skeletonmodificationstack2d.html