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SkeletonModificationStack2D

A resource that holds a stack of SkeletonModification2Ds.

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class SkeletonModificationStack2DReckfellSharpInherits Resource

A resource that holds a stack of SkeletonModification2Ds.

This resource is used by the Skeleton and holds a stack of SkeletonModification2Ds. This controls the order of the modifications and how they are applied. Modification order is especially important for full-body IK setups, as you need to execute the modifications in the correct order to get the desired results. For example, you want to execute a modification on the spine before the arms on a humanoid skeleton. This resource also controls how strongly all of the modifications are applied to the Skeleton2D.

Declarations checked against C# SDK 1.0.0. Expand a name to see declarations and documentation.

Constructors1

SkeletonModificationStack2DConstructor
# SkeletonModificationStack2D
C#
public SkeletonModificationStack2D();

Properties3

EnabledProperty
# Enabled
C#
public bool Enabled { get; set; }

If true, the modifications in the stack will be called. This is handled automatically through the Skeleton2D node.

ModificationCountProperty
# ModificationCount
C#
public int ModificationCount { get; set; }

The number of modifications in the stack.

StrengthProperty
# Strength
C#
public float Strength { get; set; }

The interpolation strength of the modifications in stack. A value of 0 will make it where the modifications are not applied, a strength of 0.5 will be half applied, and a strength of 1 will allow the modifications to be fully applied and override the Skeleton2D Bone2D poses.

Methods15

AddModificationvoid
# AddModification
C#
public void AddModification(SkeletonModification2D modification);

Adds the passed-in SkeletonModification2D to the stack.

Parameters
NameTypeDefault
modificationSkeletonModification2D—
DeleteModificationvoid
# DeleteModification
C#
public void DeleteModification(int modIdx);

Deletes the SkeletonModification2D at the index position mod_idx, if it exists.

Parameters
NameTypeDefault
modIdxint—
EnableAllModificationsvoid
# EnableAllModifications
C#
public void EnableAllModifications(bool enabled);

Enables all SkeletonModification2Ds in the stack.

Parameters
NameTypeDefault
enabledbool—
Executevoid
# Execute
C#
public void Execute(float delta, int executionMode);

Executes all of the SkeletonModification2Ds in the stack that use the same execution mode as the passed-in execution_mode, starting from index 0 to SkeletonModificationStack2D.ModificationCount. Note: The order of the modifications can matter depending on the modifications. For example, modifications on a spine should operate before modifications on the arms in order to get proper results.

Parameters
NameTypeDefault
deltafloat—
executionModeint—
GetEnabledbool
# GetEnabled
C#
public bool GetEnabled();
Returns bool
GetIsSetupbool
# GetIsSetup
C#
public bool GetIsSetup();

Returns a boolean that indicates whether the modification stack is setup and can execute.

Returns bool
GetModificationSkeletonModification2D
# GetModification
C#
public SkeletonModification2D GetModification(int modIdx);

Returns the SkeletonModification2D at the passed-in index, mod_idx.

Parameters
NameTypeDefault
modIdxint—
Returns SkeletonModification2D
GetModificationCountint
# GetModificationCount
C#
public int GetModificationCount();
Returns int
GetSkeletonSkeleton2D
# GetSkeleton
C#
public Skeleton2D GetSkeleton();

Returns the Skeleton2D node that the SkeletonModificationStack2D is bound to.

Returns Skeleton2D
GetStrengthfloat
# GetStrength
C#
public float GetStrength();
Returns float
SetEnabledvoid
# SetEnabled
C#
public void SetEnabled(bool enabled);
Parameters
NameTypeDefault
enabledbool—
SetModificationvoid
# SetModification
C#
public void SetModification(int modIdx, SkeletonModification2D modification);

Sets the modification at mod_idx to the passed-in modification, modification.

Parameters
NameTypeDefault
modIdxint—
modificationSkeletonModification2D—
SetModificationCountvoid
# SetModificationCount
C#
public void SetModificationCount(int count);
Parameters
NameTypeDefault
countint—
SetStrengthvoid
# SetStrength
C#
public void SetStrength(float strength);
Parameters
NameTypeDefault
strengthfloat—
Setupvoid
# Setup
C#
public void Setup();

Sets up the modification stack so it can execute. This function should be called by Skeleton2D and shouldn't be manually called unless you know what you are doing.

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