[godot] Remove remaining bind slots code from SpineSprite

This commit is contained in:
badlogic 2022-04-22 20:32:15 +02:00
parent a2b2189faa
commit 30ef5d350a
2 changed files with 0 additions and 5 deletions

View File

@ -63,7 +63,6 @@ void SpineSprite::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "skeleton_data_res", PropertyHint::PROPERTY_HINT_RESOURCE_TYPE, "SpineSkeletonDataResource"), "set_skeleton_data_res", "get_skeleton_data_res");
ADD_PROPERTY(PropertyInfo(Variant::INT, "update_mode", PROPERTY_HINT_ENUM, "Process,Physics,Manual"), "set_update_mode", "get_update_mode");
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "bind_slot_nodes"), "set_bind_slot_nodes", "get_bind_slot_nodes");
BIND_ENUM_CONSTANT(UpdateMode::UpdateMode_Process)
BIND_ENUM_CONSTANT(UpdateMode::UpdateMode_Physics)

View File

@ -85,10 +85,6 @@ public:
void update_skeleton(float delta);
Array get_bind_slot_nodes();
void set_bind_slot_nodes(Array v);
Transform2D get_global_bone_transform(const String &bone_name);
void set_global_bone_transform(const String &bone_name, Transform2D transform);