Rename the argument tag to param in XML documentation
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@@ -19,24 +19,24 @@
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</method>
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<method name="_execute" qualifiers="virtual">
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<return type="void" />
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<argument index="0" name="delta" type="float" />
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<param index="0" name="delta" type="float" />
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<description>
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Executes the given modification. This is where the modification performs whatever function it is designed to do.
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</description>
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</method>
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<method name="_setup_modification" qualifiers="virtual">
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<return type="void" />
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<argument index="0" name="modification_stack" type="SkeletonModificationStack2D" />
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<param index="0" name="modification_stack" type="SkeletonModificationStack2D" />
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<description>
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Called when the modification is setup. This is where the modification performs initialization.
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</description>
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</method>
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<method name="clamp_angle">
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<return type="float" />
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<argument index="0" name="angle" type="float" />
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<argument index="1" name="min" type="float" />
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<argument index="2" name="max" type="float" />
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<argument index="3" name="invert" type="bool" />
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<param index="0" name="angle" type="float" />
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<param index="1" name="min" type="float" />
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<param index="2" name="max" type="float" />
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<param index="3" name="invert" type="bool" />
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<description>
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Takes a angle and clamps it so it is within the passed-in [code]min[/code] and [code]max[/code] range. [code]invert[/code] will inversely clamp the angle, clamping it to the range outside of the given bounds.
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</description>
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@@ -61,14 +61,14 @@
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</method>
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<method name="set_editor_draw_gizmo">
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<return type="void" />
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<argument index="0" name="draw_gizmo" type="bool" />
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<param index="0" name="draw_gizmo" type="bool" />
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<description>
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Sets whether this modification will call [method _draw_editor_gizmo] in the Godot editor to draw modification-specific gizmos.
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</description>
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</method>
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<method name="set_is_setup">
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<return type="void" />
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<argument index="0" name="is_setup" type="bool" />
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<param index="0" name="is_setup" type="bool" />
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<description>
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Manually allows you to set the setup state of the modification. This function should only rarely be used, as the [SkeletonModificationStack2D] the modification is bound to should handle setting the modification up.
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</description>
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