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For the time being we don't support writing a description for those, preferring
having all details in the method's description.
Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.
(cherry picked from commit 7adf4cc9b5)
42 lines
1.5 KiB
XML
42 lines
1.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Skeleton2D" inherits="Node2D" version="3.4">
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<brief_description>
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Skeleton for 2D characters and animated objects.
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</brief_description>
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<description>
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Skeleton2D parents a hierarchy of [Bone2D] objects. It is a requirement of [Bone2D]. Skeleton2D holds a reference to the rest pose of its children and acts as a single point of access to its bones.
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</description>
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<tutorials>
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<link>https://docs.godotengine.org/en/3.3/tutorials/animation/2d_skeletons.html</link>
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</tutorials>
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<methods>
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<method name="get_bone">
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<return type="Bone2D" />
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<argument index="0" name="idx" type="int" />
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<description>
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Returns a [Bone2D] from the node hierarchy parented by Skeleton2D. The object to return is identified by the parameter [code]idx[/code]. Bones are indexed by descending the node hierarchy from top to bottom, adding the children of each branch before moving to the next sibling.
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</description>
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</method>
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<method name="get_bone_count" qualifiers="const">
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<return type="int" />
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<description>
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Returns the number of [Bone2D] nodes in the node hierarchy parented by Skeleton2D.
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</description>
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</method>
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<method name="get_skeleton" qualifiers="const">
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<return type="RID" />
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<description>
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Returns the [RID] of a Skeleton2D instance.
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</description>
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</method>
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</methods>
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<signals>
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<signal name="bone_setup_changed">
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<description>
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</description>
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</signal>
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</signals>
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<constants>
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</constants>
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</class>
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