/** * Editor facility for creating and editing collision shapes in 2D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area2D] to give it a detection shape, or add it to a [PhysicsBody2D] to create a solid object. **IMPORTANT**: this is an Editor-only helper to create shapes, use [method CollisionObject2D.shape_owner_get_shape] to get the actual shape. * */ declare class CollisionShape2D extends Node2D { /** * Editor facility for creating and editing collision shapes in 2D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area2D] to give it a detection shape, or add it to a [PhysicsBody2D] to create a solid object. **IMPORTANT**: this is an Editor-only helper to create shapes, use [method CollisionObject2D.shape_owner_get_shape] to get the actual shape. * */ new(): CollisionShape2D; static "new"(): CollisionShape2D /** A disabled collision shape has no effect in the world. This property should be changed with [method Object.set_deferred]. */ disabled: boolean; /** Sets whether this collision shape should only detect collision on one side (top or bottom). */ one_way_collision: boolean; /** The margin used for one-way collision (in pixels). Higher values will make the shape thicker, and work better for colliders that enter the shape at a high velocity. */ one_way_collision_margin: float; /** The actual shape owned by this collision shape. */ shape: Shape2D; connect>(signal: T, method: SignalFunction): number; }