mirror of
https://github.com/godotengine/godot.git
synced 2024-11-25 05:33:11 +00:00
18 lines
1.3 KiB
XML
18 lines
1.3 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
|
|
<class name="AnimatableBody2D" inherits="StaticBody2D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
|
|
<brief_description>
|
|
A 2D physics body that can't be moved by external forces. When moved manually, it affects other bodies in its path.
|
|
</brief_description>
|
|
<description>
|
|
An animatable 2D physics body. It can't be moved by external forces or contacts, but can be moved manually by other means such as code, [AnimationMixer]s (with [member AnimationMixer.callback_mode_process] set to [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]), and [RemoteTransform2D].
|
|
When [AnimatableBody2D] is moved, its linear and angular velocity are estimated and used to affect other physics bodies in its path. This makes it useful for moving platforms, doors, and other moving objects.
|
|
</description>
|
|
<tutorials>
|
|
</tutorials>
|
|
<members>
|
|
<member name="sync_to_physics" type="bool" setter="set_sync_to_physics" getter="is_sync_to_physics_enabled" default="true">
|
|
If [code]true[/code], the body's movement will be synchronized to the physics frame. This is useful when animating movement via [AnimationPlayer], for example on moving platforms. Do [b]not[/b] use together with [method PhysicsBody2D.move_and_collide].
|
|
</member>
|
|
</members>
|
|
</class>
|