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			33 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
			
		
		
	
	
			33 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="VisibleOnScreenEnabler2D" inherits="VisibleOnScreenNotifier2D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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	<brief_description>
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		A rectangular region of 2D space that, when visible on screen, enables a target node.
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	</brief_description>
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	<description>
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		[VisibleOnScreenEnabler2D] contains a rectangular region of 2D space and a target node. The target node will be automatically enabled (via its [member Node.process_mode] property) when any part of this region becomes visible on the screen, and automatically disabled otherwise. This can for example be used to activate enemies only when the player approaches them.
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		See [VisibleOnScreenNotifier2D] if you only want to be notified when the region is visible on screen.
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		[b]Note:[/b] [VisibleOnScreenEnabler2D] uses the render culling code to determine whether it's visible on screen, so it won't function unless [member CanvasItem.visible] is set to [code]true[/code].
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	</description>
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	<tutorials>
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	</tutorials>
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	<members>
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		<member name="enable_mode" type="int" setter="set_enable_mode" getter="get_enable_mode" enum="VisibleOnScreenEnabler2D.EnableMode" default="0">
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			Determines how the target node is enabled. Corresponds to [enum Node.ProcessMode]. When the node is disabled, it always uses [constant Node.PROCESS_MODE_DISABLED].
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		</member>
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		<member name="enable_node_path" type="NodePath" setter="set_enable_node_path" getter="get_enable_node_path" default="NodePath("..")">
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			The path to the target node, relative to the [VisibleOnScreenEnabler2D]. The target node is cached; it's only assigned when setting this property (if the [VisibleOnScreenEnabler2D] is inside the scene tree) and every time the [VisibleOnScreenEnabler2D] enters the scene tree. If the path is empty, no node will be affected. If the path is invalid, an error is also generated.
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		</member>
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	</members>
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	<constants>
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		<constant name="ENABLE_MODE_INHERIT" value="0" enum="EnableMode">
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			Corresponds to [constant Node.PROCESS_MODE_INHERIT].
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		</constant>
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		<constant name="ENABLE_MODE_ALWAYS" value="1" enum="EnableMode">
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			Corresponds to [constant Node.PROCESS_MODE_ALWAYS].
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		</constant>
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		<constant name="ENABLE_MODE_WHEN_PAUSED" value="2" enum="EnableMode">
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			Corresponds to [constant Node.PROCESS_MODE_WHEN_PAUSED].
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		</constant>
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	</constants>
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</class>
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