Skeleton2D

    The parent of a hierarchy of Bone2Ds, used to create a 2D skeletal animation.

    Skeleton2D.swift:19
    class Skeleton2D

    Skeleton2D parents a hierarchy of Bone2D nodes. It holds a reference to each Bone2D’s rest pose and acts as a single point of access to its bones.

    To set up different types of inverse kinematics for the given Skeleton2D, a SkeletonModificationStack2D should be created. The inverse kinematics be applied by increasing modificationCount and creating the desired number of modifications.

    This object emits the following signals:

    Superclasses

    • class Node2D

      A 2D game object, inherited by all 2D-related nodes. Has a position, rotation, scale, and Z index.

    Citizens in SwiftGodot

    Conformances

    • protocol CustomStringConvertible

      A type with a customized textual representation.

    • protocol Equatable

      A type that can be compared for value equality.

    • protocol Hashable

      A type that can be hashed into a Hasher to produce an integer hash value.

    • protocol Identifiable<ID>

      A class of types whose instances hold the value of an entity with stable identity.

    • protocol VariantRepresentable

      Types that conform to VariantRepresentable can be stored directly in Variant with no conversion. These include all of the Variant types from Godot (for example GString, Rect, Plane), Godot objects (those that subclass SwiftGodot.Object) as well as the built-in Swift types UInt8, Int64 and Double.

    • protocol VariantStorable

      Types that conform to VariantStorable can be stored in a Variant and can be extracted back out of a Variant.

    Type members

    Instance members