#include "skeleton_modification_2d_lookat.h"
#include "scene/2d/skeleton_2d.h"
#ifdef TOOLS_ENABLED
#include "editor/editor_settings.h"
#endif
bool SkeletonModification2DLookAt::_set(const StringName &p_path, const Variant &p_value) { … }
bool SkeletonModification2DLookAt::_get(const StringName &p_path, Variant &r_ret) const { … }
void SkeletonModification2DLookAt::_get_property_list(List<PropertyInfo> *p_list) const { … }
void SkeletonModification2DLookAt::_execute(float p_delta) { … }
void SkeletonModification2DLookAt::_setup_modification(SkeletonModificationStack2D *p_stack) { … }
void SkeletonModification2DLookAt::_draw_editor_gizmo() { … }
void SkeletonModification2DLookAt::update_bone2d_cache() { … }
void SkeletonModification2DLookAt::set_bone2d_node(const NodePath &p_target_node) { … }
NodePath SkeletonModification2DLookAt::get_bone2d_node() const { … }
int SkeletonModification2DLookAt::get_bone_index() const { … }
void SkeletonModification2DLookAt::set_bone_index(int p_bone_idx) { … }
void SkeletonModification2DLookAt::update_target_cache() { … }
void SkeletonModification2DLookAt::set_target_node(const NodePath &p_target_node) { … }
NodePath SkeletonModification2DLookAt::get_target_node() const { … }
float SkeletonModification2DLookAt::get_additional_rotation() const { … }
void SkeletonModification2DLookAt::set_additional_rotation(float p_rotation) { … }
void SkeletonModification2DLookAt::set_enable_constraint(bool p_constraint) { … }
bool SkeletonModification2DLookAt::get_enable_constraint() const { … }
void SkeletonModification2DLookAt::set_constraint_angle_min(float p_angle_min) { … }
float SkeletonModification2DLookAt::get_constraint_angle_min() const { … }
void SkeletonModification2DLookAt::set_constraint_angle_max(float p_angle_max) { … }
float SkeletonModification2DLookAt::get_constraint_angle_max() const { … }
void SkeletonModification2DLookAt::set_constraint_angle_invert(bool p_invert) { … }
bool SkeletonModification2DLookAt::get_constraint_angle_invert() const { … }
void SkeletonModification2DLookAt::set_constraint_in_localspace(bool p_constraint_in_localspace) { … }
bool SkeletonModification2DLookAt::get_constraint_in_localspace() const { … }
void SkeletonModification2DLookAt::_bind_methods() { … }
SkeletonModification2DLookAt::SkeletonModification2DLookAt() { … }
SkeletonModification2DLookAt::~SkeletonModification2DLookAt() { … }