PhysicalBone2D
继承: RigidBody2D < PhysicsBody2D < CollisionObject2D < Node2D < CanvasItem < Node < Object
A RigidBody2D-derived node used to make Bone2D s in a Skeleton2D react to physics.
描述
The PhysicalBone2D node is a RigidBody2D-based node that can be used to make Bone2D s in a Skeleton2D react to physics.
Note: To make the Bone2D s visually follow the PhysicalBone2D node, use a SkeletonModification2DPhysicalBones modification on the Skeleton2D parent.
Note: The PhysicalBone2D node does not automatically create a Joint2D node to keep PhysicalBone2D nodes together. They must be created manually. For most cases, you want to use a PinJoint2D node. The PhysicalBone2D node will automatically configure the Joint2D node once it's been added as a child node.
属性
bool | auto_configure_joint |
int | bone2d_index |
NodePath | bone2d_nodepath |
bool | follow_bone_when_simulating |
bool | simulate_physics |
方法
属性说明
bool auto_configure_joint = true
If true, the PhysicalBone2D will automatically configure the first Joint2D child node. The automatic configuration is limited to setting up the node properties and positioning the Joint2D.
int bone2d_index = -1
The index of the Bone2D that this PhysicalBone2D should simulate.
NodePath bone2d_nodepath = NodePath("")
The NodePath to the Bone2D that this PhysicalBone2D should simulate.
bool follow_bone_when_simulating = false
If true, the PhysicalBone2D will keep the transform of the bone it is bound to when simulating physics.
bool simulate_physics = false
If true, the PhysicalBone2D will start simulating using physics. If false, the PhysicalBone2D will follow the transform of the Bone2D node.
Note: To have the Bone2D s visually follow the PhysicalBone2D, use a SkeletonModification2DPhysicalBones modification on the Skeleton2D node with the Bone2D nodes.
方法说明
Returns the first Joint2D child node, if one exists. This is mainly a helper function to make it easier to get the Joint2D that the PhysicalBone2D is autoconfiguring.
bool is_simulating_physics ( ) const1
Returns a boolean that indicates whether the PhysicalBone2D is running and simulating using the Godot 2D physics engine. When true, the PhysicalBone2D node is using physics.
本方法通常需要用户覆盖才能生效。
本方法无副作用,不会修改该实例的任何成员变量。
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。
本方法用于构造某个类型。
调用本方法无需实例,可直接使用类名进行调用。
本方法描述的是使用本类型作为左操作数的有效运算符。
这个值是由下列位标志构成位掩码的整数。
无返回值。