/** * Ray shape for 2D collisions. A ray is not really a collision body; instead, it tries to separate itself from whatever is touching its far endpoint. It's often useful for characters. * */ declare class RayShape2D extends Shape2D { /** * Ray shape for 2D collisions. A ray is not really a collision body; instead, it tries to separate itself from whatever is touching its far endpoint. It's often useful for characters. * */ new(): RayShape2D; static "new"(): RayShape2D /** The ray's length. */ length: float; /** If [code]true[/code], allow the shape to return the correct normal. */ slips_on_slope: boolean; connect>(signal: T, method: SignalFunction): number; }