Class Gizmos
- Namespace
- Cobilas.GodotEngine.Utility
- Assembly
- com.cobilas.godot.utility.dll
Gizmos are used to give visual debugging or setup aids in the Scene view.
[RunTimeInitializationClass(Priority.StartLater, "Gizmos")]
public class Gizmos : CanvasLayer, IDisposable
- Inheritance
-
ObjectNodeCanvasLayerGizmos
- Implements
- Inherited Members
-
CanvasLayer.GetLayer()CanvasLayer.IsVisible()CanvasLayer.Show()CanvasLayer.Hide()CanvasLayer.SetTransform(Transform2D)CanvasLayer.GetTransform()CanvasLayer.GetFinalTransform()CanvasLayer.SetOffset(Vector2)CanvasLayer.GetOffset()CanvasLayer.GetRotation()CanvasLayer.GetRotationDegrees()CanvasLayer.SetScale(Vector2)CanvasLayer.GetScale()CanvasLayer.IsFollowingViewport()CanvasLayer.GetFollowViewportScale()CanvasLayer.SetCustomViewport(Node)CanvasLayer.GetCustomViewport()CanvasLayer.GetCanvas()CanvasLayer.LayerCanvasLayer.VisibleCanvasLayer.OffsetCanvasLayer.RotationDegreesCanvasLayer.RotationCanvasLayer.ScaleCanvasLayer.TransformCanvasLayer.CustomViewportCanvasLayer.FollowViewportEnableCanvasLayer.FollowViewportScaleNode.NotificationEnterTreeNode.NotificationExitTreeNode.NotificationMovedInParentNode.NotificationReadyNode.NotificationPausedNode.NotificationUnpausedNode.NotificationPhysicsProcessNode.NotificationProcessNode.NotificationParentedNode.NotificationUnparentedNode.NotificationInstancedNode.NotificationDragBeginNode.NotificationDragEndNode.NotificationPathChangedNode.NotificationInternalProcessNode.NotificationInternalPhysicsProcessNode.NotificationPostEnterTreeNode.NotificationResetPhysicsInterpolationNode.NotificationWmMouseEnterNode.NotificationWmMouseExitNode.NotificationWmFocusInNode.NotificationWmFocusOutNode.NotificationWmQuitRequestNode.NotificationWmGoBackRequestNode.NotificationWmUnfocusRequestNode.NotificationOsMemoryWarningNode.NotificationTranslationChangedNode.NotificationWmAboutNode.NotificationCrashNode.NotificationOsImeUpdateNode.NotificationAppResumedNode.NotificationAppPausedNode.GetNode<T>(NodePath)Node.GetNodeOrNull<T>(NodePath)Node.GetOwner<T>()Node.GetOwnerOrNull<T>()Node.GetParent<T>()Node.GetParentOrNull<T>()Node._EnterTree()Node._ExitTree()Node._GetConfigurationWarning()Node._Input(InputEvent)Node._UnhandledInput(InputEvent)Node._UnhandledKeyInput(InputEventKey)Node.GetName()Node.RemoveChild(Node)Node.GetChildCount()Node.GetChildren()Node.HasNode(NodePath)Node.GetNode(NodePath)Node.GetNodeOrNull(NodePath)Node.GetParent()Node.HasNodeAndResource(NodePath)Node.GetNodeAndResource(NodePath)Node.IsInsideTree()Node.IsAParentOf(Node)Node.IsGreaterThan(Node)Node.GetPath()Node.GetPathTo(Node)Node.GetGroups()Node.Raise()Node.SetOwner(Node)Node.GetOwner()Node.RemoveAndSkip()Node.GetIndex()Node.PrintTree()Node.PrintTreePretty()Node.GetFilename()Node.GetPhysicsProcessDeltaTime()Node.IsPhysicsProcessing()Node.GetProcessDeltaTime()Node.GetProcessPriority()Node.IsProcessing()Node.IsProcessingInput()Node.IsProcessingUnhandledInput()Node.IsProcessingUnhandledKeyInput()Node.SetPauseMode(Node.PauseModeEnum)Node.GetPauseMode()Node.CanProcess()Node.PrintStrayNodes()Node.GetPositionInParent()Node.IsDisplayedFolded()Node.IsProcessingInternal()Node.IsPhysicsProcessingInternal()Node.SetPhysicsInterpolationMode(Node.PhysicsInterpolationModeEnum)Node.GetPhysicsInterpolationMode()Node.IsPhysicsInterpolated()Node.IsPhysicsInterpolatedAndEnabled()Node.ResetPhysicsInterpolation()Node.GetTree()Node.CreateTween()Node.GetSceneInstanceLoadPlaceholder()Node.GetViewport()Node.QueueFree()Node.RequestReady()Node.GetNetworkMaster()Node.IsNetworkMaster()Node.GetMultiplayer()Node.GetCustomMultiplayer()Node.SetCustomMultiplayer(MultiplayerAPI)Node.IsUniqueNameInOwner()Node.UpdateConfigurationWarning()Node.EditorDescriptionNode._ImportPathNode.PauseModeNode.PhysicsInterpolationModeNode.NameNode.UniqueNameInOwnerNode.FilenameNode.OwnerNode.MultiplayerNode.CustomMultiplayerNode.ProcessPriorityObject.NotificationPostinitializeObject.NotificationPredeleteObject.IsInstanceValid(Object)Object.WeakRef(Object)Object.Dispose()Object.ToString()Object._GetPropertyList()Object.Free()Object.GetClass()Object.GetIndexed(NodePath)Object.GetPropertyList()Object.GetMethodList()Object.GetInstanceId()Object.SetScript(Reference)Object.GetScript()Object.GetMetaList()Object.GetSignalList()Object.GetIncomingConnections()Object.IsBlockingSignals()Object.PropertyListChangedNotify()Object.CanTranslateMessages()Object.IsQueuedForDeletion()Object.NativeInstanceObject.DynamicObject
- Extension Methods
Properties
Color
Sets the Color of the gizmos that are drawn next.
public static Color Color { get; set; }
Property Value
- Color
Returns or sets the color of the next gizmo.
Methods
DrawArc(Vector2, float, float, float, int)
public static void DrawArc(Vector2 center, float radius, float startAngle, float endAngle, int pointCount)
Parameters
DrawArc(Vector2, float, float, float, int, float)
public static void DrawArc(Vector2 center, float radius, float startAngle, float endAngle, int pointCount, float width)
Parameters
DrawCircle(Vector2, float)
public static void DrawCircle(Vector2 position, float radius)
Parameters
position
Vector2radius
float
DrawLine(Vector2, Vector2)
public static void DrawLine(Vector2 start, Vector2 end)
Parameters
start
Vector2end
Vector2
DrawLine(Vector2, Vector2, float)
public static void DrawLine(Vector2 start, Vector2 end, float width)
Parameters
start
Vector2end
Vector2width
float
DrawMesh(Mesh, Texture, Texture?, Transform2D?)
public static void DrawMesh(Mesh mesh, Texture texture, Texture? normalMap = null, Transform2D? transform = null)
Parameters
mesh
Meshtexture
TexturenormalMap
Texturetransform
Transform2D?
DrawMultiline(Vector2[])
public static void DrawMultiline(Vector2[] points)
Parameters
points
Vector2[]
DrawMultiline(Vector2[], float)
public static void DrawMultiline(Vector2[] points, float width)
Parameters
points
Vector2[]width
float
DrawMultiline(List<Vector2>)
public static void DrawMultiline(List<Vector2> points)
Parameters
points
List<Vector2>
DrawMultiline(List<Vector2>, float)
public static void DrawMultiline(List<Vector2> points, float width)
Parameters
DrawRect(Rect2)
public static void DrawRect(Rect2 rect)
Parameters
rect
Rect2
DrawTexture(Texture, Vector2, Texture?)
public static void DrawTexture(Texture texture, Vector2 position, Texture? normalMap = null)
Parameters
texture
Textureposition
Vector2normalMap
Texture
DrawTextureRect(Texture, Rect2, bool, bool, Texture?)
public static void DrawTextureRect(Texture texture, Rect2 rect, bool tile, bool transpose = false, Texture? normalMap = null)
Parameters
DrawWireRect(Rect2)
public static void DrawWireRect(Rect2 rect)
Parameters
rect
Rect2
DrawWireRect(Rect2, float)
public static void DrawWireRect(Rect2 rect, float width)
Parameters
rect
Rect2width
float
_Process(float)
Called during the processing step of the main loop. Processing happens at every frame and as fast as possible, so the delta
time since the previous frame is not constant. delta
is in seconds.
It is only called if processing is enabled, which is done automatically if this method is overridden, and can be toggled with SetProcess(bool).
Corresponds to the Godot.Node.NotificationProcess notification in _Notification(int).
Note: This method is only called if the node is present in the scene tree (i.e. if it's not an orphan).
public override void _Process(float delta)
Parameters
delta
float
_Ready()
Called when the node is "ready", i.e. when both the node and its children have entered the scene tree. If the node has children, their Godot.Node._Ready() callbacks get triggered first, and the parent node will receive the ready notification afterwards.
Corresponds to the Godot.Node.NotificationReady notification in _Notification(int). See also the onready
keyword for variables.
Usually used for initialization. For even earlier initialization, may be used. See also Godot.Node._EnterTree().
Note: Godot.Node._Ready() may be called only once for each node. After removing a node from the scene tree and adding it again, _ready
will not be called a second time. This can be bypassed by requesting another call with Godot.Node.RequestReady(), which may be called anywhere before adding the node again.
public override void _Ready()