EnableMode
VisibleOnScreenEnabler2D.swift:24enum EnableModeenum EnableModeimport SwiftGodotFramework to write Godot Game Extensions using the Swift Programming Language.
class VisibleOnScreenEnabler2DA rectangular region of 2D space that, when visible on screen, enables a target node.
case inheritCorresponds to inherit.
case alwaysCorresponds to always.
case whenPausedCorresponds to whenPaused.
override class var godotClassName: StringName { get }final var enableMode: VisibleOnScreenEnabler2D.EnableMode { get set }Determines how the target node is enabled. Corresponds to Node.ProcessMode. When the node is disabled, it always uses disabled.
final var enableNodePath: NodePath { get set }The path to the target node, relative to the VisibleOnScreenEnabler2D. The target node is cached; it’s only assigned when setting this property (if the VisibleOnScreenEnabler2D is inside the scene tree) and every time the VisibleOnScreenEnabler2D enters the scene tree. If the path is empty, no node will be affected. If the path is invalid, an error is also generated.
protocol CaseIterableA type that provides a collection of all of its values.
protocol CustomDebugStringConvertibleA type with a customized textual representation suitable for debugging purposes.
protocol EquatableA type that can be compared for value equality.
protocol Hashable : EquatableA type that can be hashed into a Hasher to produce an integer hash value.
protocol RawRepresentable<RawValue>A type that can be converted to and from an associated raw value.
init?(rawValue: Int64) var debugDescription: String { get }A textual representation of this instance, suitable for debugging
var hashValue: Int { get }static func != (lhs: Self, rhs: Self) -> Bool Returns a Boolean value indicating whether two values are not equal.
func hash(into hasher: inout Hasher)