CanvasItemMaterial

继承: Material < Resource < RefCounted < Object

A material for CanvasItem s.

描述

CanvasItemMaterial s provide a means of modifying the textures associated with a CanvasItem. They specialize in describing blend and lighting behaviors for textures. Use a ShaderMaterial to more fully customize a material's interactions with a CanvasItem.

属性


枚举

enum BlendMode:

BlendMode BLEND_MODE_MIX = 0

Mix blending mode. Colors are assumed to be independent of the alpha (opacity) value.

BlendMode BLEND_MODE_ADD = 1

Additive blending mode.

BlendMode BLEND_MODE_SUB = 2

Subtractive blending mode.

BlendMode BLEND_MODE_MUL = 3

Multiplicative blending mode.

BlendMode BLEND_MODE_PREMULT_ALPHA = 4

Mix blending mode. Colors are assumed to be premultiplied by the alpha (opacity) value.


enum LightMode:

LightMode LIGHT_MODE_NORMAL = 0

Render the material using both light and non-light sensitive material properties.

LightMode LIGHT_MODE_UNSHADED = 1

Render the material as if there were no light.

LightMode LIGHT_MODE_LIGHT_ONLY = 2

Render the material as if there were only light.


属性说明

BlendMode blend_mode = 0

The manner in which a material's rendering is applied to underlying textures.


LightMode light_mode = 0

The manner in which material reacts to lighting.


int particles_anim_h_frames

  • void set_particles_anim_h_frames ( value: int )
  • int get_particles_anim_h_frames ( )

The number of columns in the spritesheet assigned as Texture2D for a GPUParticles2D or CPUParticles2D.

Note: This property is only used and visible in the editor if particles_animation is true.


bool particles_anim_loop

  • void set_particles_anim_loop ( value: bool )
  • bool get_particles_anim_loop ( )

If true, the particles animation will loop.

Note: This property is only used and visible in the editor if particles_animation is true.


int particles_anim_v_frames

  • void set_particles_anim_v_frames ( value: int )
  • int get_particles_anim_v_frames ( )

The number of rows in the spritesheet assigned as Texture2D for a GPUParticles2D or CPUParticles2D.

Note: This property is only used and visible in the editor if particles_animation is true.


bool particles_animation = false

  • void set_particles_animation ( value: bool )
  • bool get_particles_animation ( )

If true, enable spritesheet-based animation features when assigned to GPUParticles2D and CPUParticles2D nodes. The ParticleProcessMaterial.anim_speed_max or CPUParticles2D.anim_speed_max should also be set to a positive value for the animation to play.

This property (and other particles_anim_* properties that depend on it) has no effect on other types of nodes.

1

本方法通常需要用户覆盖才能生效。

2

本方法无副作用,不会修改该实例的任何成员变量。

3

本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。

4

本方法用于构造某个类型。

5

调用本方法无需实例,可直接使用类名进行调用。

6

本方法描述的是使用本类型作为左操作数的有效运算符。

7

这个值是由下列位标志构成位掩码的整数。

8

无返回值。