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https://github.com/Relintai/entity_spell_system.git
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73 lines
1.6 KiB
C
73 lines
1.6 KiB
C
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#ifndef CHARACTER_SKELETON_H
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#define CHARACTER_SKELETON_H
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#ifdef ENTITIES_2D
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#include "scene/2d/node_2d.h"
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#else
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#include "scene/3d/spatial.h"
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#endif
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#include "core/node_path.h"
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#include "core/ustring.h"
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#include "scene/animation/animation_player.h"
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#include "scene/animation/animation_tree.h"
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#include "../data/character_skeleton_visual_entry.h"
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#include "../entity_enums.h"
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#ifdef ENTITIES_2D
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class CharacterSkeleton : public Node2D {
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GDCLASS(CharacterSkeleton, Node2D);
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#else
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class CharacterSkeleton : public Spatial {
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GDCLASS(CharacterSkeleton, Spatial);
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#endif
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public:
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NodePath get_bone_path(int index);
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void set_bone_path(int index, NodePath path);
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Ref<CharacterSkeletonVisualEntry> get_visual(int index);
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void set_visual(int index, Ref<CharacterSkeletonVisualEntry> entry);
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Node *get_bone_node(EntityEnums::CharacterSkeletonPoints node_id);
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NodePath get_animation_player_path();
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void set_animation_player_path(NodePath path);
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AnimationPlayer *get_animation_player();
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NodePath get_animation_tree_path();
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void set_animation_tree_path(NodePath path);
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AnimationTree *get_animation_tree();
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void update_nodes();
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CharacterSkeleton();
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protected:
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static void _bind_methods();
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virtual void _notification(int p_notification);
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private:
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NodePath _animation_player_path;
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NodePath _animation_tree_path;
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NodePath _bone_paths[EntityEnums::SKELETON_POINTS_MAX];
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AnimationPlayer *_animation_player;
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AnimationTree *_animation_tree;
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Node *_bone_nodes[EntityEnums::SKELETON_POINTS_MAX];
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Ref<CharacterSkeletonVisualEntry> _visuals[EntityEnums::SKELETON_POINTS_MAX];
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};
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#endif
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