entity_spell_system/ai/ai_action.h

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#ifndef AI_ACTION_H
#define AI_ACTION_H
#include "core/resource.h"
#include "scene/main/node.h"
class Entity;
class AIAction : public Resource {
GDCLASS(AIAction, Resource);
public:
int get_utility() const;
void set_utility(const int value);
void set_owner(Entity *entity);
void set_owner_bind(Node *entity);
Entity *get_owner();
void set_editor_description(const String &p_editor_description);
String get_editor_description() const;
void update(float delta);
void execute();
AIAction();
protected:
static void _bind_methods();
private:
int _utility;
Entity *_owner;
};
#endif