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44 lines
2.0 KiB
XML
44 lines
2.0 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="InterpolatedCamera" inherits="Camera" version="3.5">
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<brief_description>
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[i]Deprecated.[/i] Camera which moves toward another node.
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</brief_description>
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<description>
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[i]Deprecated (will be removed in Godot 4.0).[/i] InterpolatedCamera is a [Camera] which smoothly moves to match a target node's position and rotation.
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If it is not [member enabled] or does not have a valid target set, InterpolatedCamera acts like a normal Camera.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="set_target">
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<return type="void" />
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<argument index="0" name="target" type="Object" />
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<description>
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Sets the node to move toward and orient with.
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</description>
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</method>
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</methods>
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<members>
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<member name="enabled" type="bool" setter="set_interpolation_enabled" getter="is_interpolation_enabled" default="false">
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If [code]true[/code], and a target is set, the camera will move automatically.
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</member>
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<member name="process_mode" type="int" setter="set_process_mode" getter="get_process_mode" enum="InterpolatedCamera.InterpolatedCameraProcessMode" default="1">
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The camera's process callback. See [enum InterpolatedCameraProcessMode].
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</member>
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<member name="speed" type="float" setter="set_speed" getter="get_speed" default="1.0">
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How quickly the camera moves toward its target. Higher values will result in tighter camera motion.
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</member>
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<member name="target" type="NodePath" setter="set_target_path" getter="get_target_path" default="NodePath("")">
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The target's [NodePath].
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</member>
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</members>
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<constants>
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<constant name="INTERPOLATED_CAMERA_PROCESS_PHYSICS" value="0" enum="InterpolatedCameraProcessMode">
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The camera updates with the [code]_physics_process[/code] callback.
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</constant>
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<constant name="INTERPOLATED_CAMERA_PROCESS_IDLE" value="1" enum="InterpolatedCameraProcessMode">
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The camera updates with the [code]_process[/code] callback.
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</constant>
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</constants>
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</class>
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