godot/doc/classes/LightOccluder2D.xml
Rémi Verschelde 81064cc239
Doctool: Remove version attribute from XML header
We don't use that info for anything, and it generates unnecessary diffs
every time we bump the minor version (and CI failures if we forget to
sync some files from opt-in modules (mono, text_server_fb).
2023-07-06 10:08:21 +02:00

23 lines
1.2 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="LightOccluder2D" inherits="Node2D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Occludes light cast by a Light2D, casting shadows.
</brief_description>
<description>
Occludes light cast by a Light2D, casting shadows. The LightOccluder2D must be provided with an [OccluderPolygon2D] in order for the shadow to be computed.
</description>
<tutorials>
<link title="2D lights and shadows">$DOCS_URL/tutorials/2d/2d_lights_and_shadows.html</link>
</tutorials>
<members>
<member name="occluder" type="OccluderPolygon2D" setter="set_occluder_polygon" getter="get_occluder_polygon">
The [OccluderPolygon2D] used to compute the shadow.
</member>
<member name="occluder_light_mask" type="int" setter="set_occluder_light_mask" getter="get_occluder_light_mask" default="1">
The LightOccluder2D's occluder light mask. The LightOccluder2D will cast shadows only from Light2D(s) that have the same light mask(s).
</member>
<member name="sdf_collision" type="bool" setter="set_as_sdf_collision" getter="is_set_as_sdf_collision" default="true">
</member>
</members>
</class>