#include "skeleton_modification_stack_2d.h"
#include "scene/2d/skeleton_2d.h"
void SkeletonModificationStack2D::_get_property_list(List<PropertyInfo> *p_list) const { … }
bool SkeletonModificationStack2D::_set(const StringName &p_path, const Variant &p_value) { … }
bool SkeletonModificationStack2D::_get(const StringName &p_path, Variant &r_ret) const { … }
void SkeletonModificationStack2D::setup() { … }
void SkeletonModificationStack2D::execute(float p_delta, int p_execution_mode) { … }
void SkeletonModificationStack2D::draw_editor_gizmos() { … }
void SkeletonModificationStack2D::set_editor_gizmos_dirty(bool p_dirty) { … }
void SkeletonModificationStack2D::enable_all_modifications(bool p_enabled) { … }
Ref<SkeletonModification2D> SkeletonModificationStack2D::get_modification(int p_mod_idx) const { … }
void SkeletonModificationStack2D::add_modification(Ref<SkeletonModification2D> p_mod) { … }
void SkeletonModificationStack2D::delete_modification(int p_mod_idx) { … }
void SkeletonModificationStack2D::set_modification(int p_mod_idx, Ref<SkeletonModification2D> p_mod) { … }
void SkeletonModificationStack2D::set_modification_count(int p_count) { … }
int SkeletonModificationStack2D::get_modification_count() const { … }
void SkeletonModificationStack2D::set_skeleton(Skeleton2D *p_skeleton) { … }
Skeleton2D *SkeletonModificationStack2D::get_skeleton() const { … }
bool SkeletonModificationStack2D::get_is_setup() const { … }
void SkeletonModificationStack2D::set_enabled(bool p_enabled) { … }
bool SkeletonModificationStack2D::get_enabled() const { … }
void SkeletonModificationStack2D::set_strength(float p_strength) { … }
float SkeletonModificationStack2D::get_strength() const { … }
void SkeletonModificationStack2D::_bind_methods() { … }
SkeletonModificationStack2D::SkeletonModificationStack2D() { … }