<?xml version="1.0" encoding="UTF-8" ?>
<class name="Skeleton2D" inherits="Node2D" version="3.2">
	<brief_description>
		Skeleton for 2D characters and animated objects.
	</brief_description>
	<description>
		Skeleton2D parents a hierarchy of [Bone2D] objects. It is a requirement of [Bone2D]. Skeleton2D holds a reference to the rest pose of its children and acts as a single point of access to its bones.
	</description>
	<tutorials>
		<link>https://docs.godotengine.org/en/3.2/tutorials/animation/2d_skeletons.html</link>
	</tutorials>
	<methods>
		<method name="get_bone">
			<return type="Bone2D">
			</return>
			<argument index="0" name="idx" type="int">
			</argument>
			<description>
				Returns a [Bone2D] from the node hierarchy parented by Skeleton2D. The object to return is identified by the parameter [code]idx[/code]. Bones are indexed by descending the node hierarchy from top to bottom, adding the children of each branch before moving to the next sibling.
			</description>
		</method>
		<method name="get_bone_count" qualifiers="const">
			<return type="int">
			</return>
			<description>
				Returns the number of [Bone2D] nodes in the node hierarchy parented by Skeleton2D.
			</description>
		</method>
		<method name="get_skeleton" qualifiers="const">
			<return type="RID">
			</return>
			<description>
				Returns the [RID] of a Skeleton2D instance.
			</description>
		</method>
	</methods>
	<signals>
		<signal name="bone_setup_changed">
			<description>
			</description>
		</signal>
	</signals>
	<constants>
	</constants>
</class>
