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Jumpvalley 0.7.0
An app and library that can be used to test and run 3D platformer levels! Made with Godot.
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This class provides some components to bind to a Godot node, mainly to assist with writing animation code for the node. More...
Public Member Functions | |
| AnimatedNode (Node actualNode) | |
| Creates a new instance of AnimatedNode | |
| new void | Dispose () |
| Disposes of this AnimatedNode. To assist with garbage collection, this method will automatically call the AnimatedNode's QueueFree method. By default, the implementation of this Dispose() method does nothing to ActualNode (e.g. the default implementation of this Dispose() method doesn't free ActualNode from memory). | |
Protected Member Functions | |
| void | RaiseVisibilityChanged (bool isVisible) |
Properties | |
| Node | ActualNode [get] |
| The node to be animated. | |
| virtual bool | IsVisible [get, set] |
| Whether or not ActualNode should be visible. Classes deriving from AnimatedNode will typically display show/hide animations when this property is toggled. This property does not indicate whether or not ActualNode is actually visible. For example, IsVisible could be set to false while ActualNode is still visible (but an animation is playing to hide ActualNode). To determine whether or not ActualNode is actually visible, use ActualNode's Visible property (or a similar equivalent if ActualNode isn't a Node2D, Node3D, or Control). | |
Events | |
| EventHandler< bool > | VisibilityChanged |
| Event that's raised when the IsVisible is set or changed. The boolean argument of this event is the new value of IsVisible. This event will fire even if something sets the IsVisible property to the same value (meaning the truth value of IsVisible didn't change after setting the property.) Store the "old/previous" value of IsVisible somewhere to check if the value of IsVisible actually changed. | |
This class provides some components to bind to a Godot node, mainly to assist with writing animation code for the node.
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inline |
Creates a new instance of AnimatedNode
| actualNode | The root node of the Godot control to be animated |