/** * The VisibilityEnabler2D will disable [RigidBody2D], [AnimationPlayer], and other nodes when they are not visible. It will only affect nodes with the same root node as the VisibilityEnabler2D, and the root node itself. * * If you just want to receive notifications, use [VisibilityNotifier2D] instead. * * **Note:** For performance reasons, VisibilityEnabler2D uses an approximate heuristic with precision determined by [member ProjectSettings.world/2d/cell_size]. If you need precise visibility checking, use another method such as adding an [Area2D] node as a child of a [Camera2D] node. * * **Note:** VisibilityEnabler2D will not affect nodes added after scene initialization. * */ declare class VisibilityEnabler2D extends VisibilityNotifier2D { /** * The VisibilityEnabler2D will disable [RigidBody2D], [AnimationPlayer], and other nodes when they are not visible. It will only affect nodes with the same root node as the VisibilityEnabler2D, and the root node itself. * * If you just want to receive notifications, use [VisibilityNotifier2D] instead. * * **Note:** For performance reasons, VisibilityEnabler2D uses an approximate heuristic with precision determined by [member ProjectSettings.world/2d/cell_size]. If you need precise visibility checking, use another method such as adding an [Area2D] node as a child of a [Camera2D] node. * * **Note:** VisibilityEnabler2D will not affect nodes added after scene initialization. * */ new(): VisibilityEnabler2D; static "new"(): VisibilityEnabler2D /** If [code]true[/code], [RigidBody2D] nodes will be paused. */ freeze_bodies: boolean; /** If [code]true[/code], [AnimatedSprite] nodes will be paused. */ pause_animated_sprites: boolean; /** If [code]true[/code], [AnimationPlayer] nodes will be paused. */ pause_animations: boolean; /** If [code]true[/code], [Particles2D] nodes will be paused. */ pause_particles: boolean; /** If [code]true[/code], the parent's [method Node._physics_process] will be stopped. */ physics_process_parent: boolean; /** If [code]true[/code], the parent's [method Node._process] will be stopped. */ process_parent: boolean; /** Returns whether the enabler identified by given [enum Enabler] constant is active. */ is_enabler_enabled(enabler: int): boolean; /** Sets active state of the enabler identified by given [enum Enabler] constant. */ set_enabler(enabler: int, enabled: boolean): void; connect>(signal: T, method: SignalFunction): number; /** * This enabler will pause [AnimationPlayer] nodes. * */ static ENABLER_PAUSE_ANIMATIONS: any; /** * This enabler will freeze [RigidBody2D] nodes. * */ static ENABLER_FREEZE_BODIES: any; /** * This enabler will stop [Particles2D] nodes. * */ static ENABLER_PAUSE_PARTICLES: any; /** * This enabler will stop the parent's _process function. * */ static ENABLER_PARENT_PROCESS: any; /** * This enabler will stop the parent's _physics_process function. * */ static ENABLER_PARENT_PHYSICS_PROCESS: any; /** * This enabler will stop [AnimatedSprite] nodes animations. * */ static ENABLER_PAUSE_ANIMATED_SPRITES: any; /** * Represents the size of the [enum Enabler] enum. * */ static ENABLER_MAX: any; }