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Merge pull request #55500 from KoBeWi/just_doc_things
Misc improvements to various docs
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78fd56a596
@ -123,13 +123,13 @@
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If [code]true[/code], draws the camera's screen rectangle in the editor.
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</member>
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<member name="limit_bottom" type="int" setter="set_limit" getter="get_limit" default="10000000">
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Bottom scroll limit in pixels. The camera stops moving when reaching this value.
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Bottom scroll limit in pixels. The camera stops moving when reaching this value, but [member offset] can push the view past the limit.
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</member>
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<member name="limit_left" type="int" setter="set_limit" getter="get_limit" default="-10000000">
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Left scroll limit in pixels. The camera stops moving when reaching this value.
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Left scroll limit in pixels. The camera stops moving when reaching this value, but [member offset] can push the view past the limit.
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</member>
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<member name="limit_right" type="int" setter="set_limit" getter="get_limit" default="10000000">
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Right scroll limit in pixels. The camera stops moving when reaching this value.
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Right scroll limit in pixels. The camera stops moving when reaching this value, but [member offset] can push the view past the limit.
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</member>
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<member name="limit_smoothed" type="bool" setter="set_limit_smoothing_enabled" getter="is_limit_smoothing_enabled" default="false">
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If [code]true[/code], the camera smoothly stops when reaches its limits.
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@ -137,10 +137,10 @@
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[b]Note:[/b] To immediately update the camera's position to be within limits without smoothing, even with this setting enabled, invoke [method reset_smoothing].
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</member>
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<member name="limit_top" type="int" setter="set_limit" getter="get_limit" default="-10000000">
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Top scroll limit in pixels. The camera stops moving when reaching this value.
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Top scroll limit in pixels. The camera stops moving when reaching this value, but [member offset] can push the view past the limit.
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</member>
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<member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2(0, 0)">
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The camera's offset, useful for looking around or camera shake animations.
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The camera's relative offset. Useful for looking around or camera shake animations. The offseted camera can go past the limits defined in [member limit_top], [member limit_bottom], [member limit_left] and [member limit_right].
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</member>
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<member name="process_callback" type="int" setter="set_process_callback" getter="get_process_callback" enum="Camera2D.Camera2DProcessCallback" default="1">
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The camera's process callback. See [enum Camera2DProcessCallback].
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@ -15,7 +15,7 @@
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The touch index in the case of a multi-touch event. One index = one finger.
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</member>
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<member name="position" type="Vector2" setter="set_position" getter="get_position" default="Vector2(0, 0)">
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The touch position.
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The touch position, in screen (global) coordinates.
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</member>
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<member name="pressed" type="bool" setter="set_pressed" getter="is_pressed" default="false">
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If [code]true[/code], the touch's state is pressed. If [code]false[/code], the touch's state is released.
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@ -726,7 +726,7 @@
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<signals>
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<signal name="ready">
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<description>
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Emitted when the node is ready.
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Emitted when the node is ready. Comes after [method _ready] callback and follows the same rules.
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</description>
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</signal>
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<signal name="renamed">
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@ -6,7 +6,7 @@
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<description>
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ParticlesMaterial defines particle properties and behavior. It is used in the [code]process_material[/code] of [GPUParticles3D] and [GPUParticles2D] emitter nodes.
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Some of this material's properties are applied to each particle when emitted, while others can have a [CurveTexture] applied to vary values over the lifetime of the particle.
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When a randomness ratio is applied to a property it is used to scale that property by a random amount. The random ratio is used to interpolate between [code]1.0[/code] and a random number less than one, the result is multiplied by the property to obtain the randomized property. For example a random ratio of [code]0.4[/code] would scale the original property between [code]0.4-1.0[/code] of its original value.
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Particle animation is available only in [GPUParticles2D]. To use it, attach a [CanvasItemMaterial], with [member CanvasItemMaterial.particles_animation] enabled, to the particles node.
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</description>
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<tutorials>
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</tutorials>
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@ -104,7 +104,8 @@
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Each particle's animation speed will vary along this [CurveTexture].
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</member>
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<member name="anim_speed_max" type="float" setter="set_param_max" getter="get_param_max" default="0.0">
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Maximum particle animation speed.
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Maximum particle animation speed. Animation speed of [code]1[/code] means that the particles will make full [code]0[/code] to [code]1[/code] offset cycle during lifetime, [code]2[/code] means [code]2[/code] cycles etc.
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With animation speed greater than [code]1[/code], remember to enable [member CanvasItemMaterial.particles_anim_loop] property if you want the animation to repeat.
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</member>
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<member name="anim_speed_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0">
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Minimum particle animation speed.
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@ -195,7 +196,7 @@
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Minimum initial velocity.
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</member>
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<member name="lifetime_randomness" type="float" setter="set_lifetime_randomness" getter="get_lifetime_randomness" default="0.0">
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Particle lifetime randomness ratio.
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Particle lifetime randomness ratio. The lifetime will be multipled by a value interpolated between [code]1.0[/code] and a random number less than one. For example a random ratio of [code]0.4[/code] would scale the original lifetime between [code]0.4-1.0[/code] of its original value.
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</member>
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<member name="linear_accel_curve" type="Texture2D" setter="set_param_texture" getter="get_param_texture">
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Each particle's linear acceleration will vary along this [CurveTexture].
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@ -231,7 +231,7 @@
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<argument index="0" name="to" type="Vector2" />
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<argument index="1" name="delta" type="float" />
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<description>
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Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] amount.
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Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] amount. Will not go past the final value.
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</description>
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</method>
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<method name="normalized" qualifiers="const">
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@ -201,7 +201,7 @@
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<argument index="0" name="to" type="Vector3" />
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<argument index="1" name="delta" type="float" />
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<description>
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Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] amount.
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Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] amount. Will not go past the final value.
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</description>
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</method>
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<method name="normalized" qualifiers="const">
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