class-description NEWS COMMUNITY STORE TUTORIALS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE TUTORIALS TOGGLE FULLSCREEN VOLLBILD AN/AUS ObjectNodeCanvasItemNode2DVisibleOnScreenNotifier2D VisibleOnScreenEnabler2D
A rectangular region of 2D space that, when visible on screen, enables a target node.
VisibleOnScreenEnabler2D contains a rectangular region of 2D space and a target node. The target node will be automatically enabled (via its [member Node.process_mode] property) when any part of this region becomes visible on the screen, and automatically disabled otherwise. This can for example be used to activate enemies only when the player approaches them.
See VisibleOnScreenNotifier2D if you only want to be notified when the region is visible on screen.
Note: VisibleOnScreenEnabler2D uses the render culling code to determine whether it's visible on screen, so it won't function unless [member CanvasItem.visible] is set to true.
Enum EnableMode<>():Enum

ENABLE_MODE_INHERIT:null = 0
Corresponds to [constant Node.PROCESS_MODE_INHERIT].


ENABLE_MODE_ALWAYS:null = 1
Corresponds to [constant Node.PROCESS_MODE_ALWAYS].


ENABLE_MODE_WHEN_PAUSED:null = 2
Corresponds to [constant Node.PROCESS_MODE_WHEN_PAUSED].
set get int enable_mode<>():int set get
Determines how the target node is enabled. Corresponds to [enum Node.ProcessMode]. When the node is disabled, it always uses [constant Node.PROCESS_MODE_DISABLED].

set get NodePath enable_node_path<>():NodePath set get
The path to the target node, relative to the VisibleOnScreenEnabler2D. The target node is cached; it's only assigned when setting this property (if the VisibleOnScreenEnabler2D is inside the scene tree) and every time the VisibleOnScreenEnabler2D enters the scene tree. If the path is empty, no node will be affected. If the path is invalid, an error is also generated.




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