entity_spell_system/data/item_visual_entry.h

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#ifndef ITEM_VISUAL_ENTRY_H
#define ITEM_VISUAL_ENTRY_H
#include "core/resource.h"
#include "core/ustring.h"
#include "core/color.h"
#include "scene/resources/texture.h"
#include "../entity_enums.h"
#include "../item_enums.h"
#include "scene/resources/packed_scene.h"
#include "scene/resources/mesh.h"
#include "../meshes/mesh_data_resource.h"
class ItemVisualEntry : public Resource {
GDCLASS(ItemVisualEntry, Resource);
public:
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ItemEnums::EntityTextureLayers get_override_layer();
void set_override_layer(ItemEnums::EntityTextureLayers layer);
Ref<MeshDataResource> get_mesh(int index);
void set_mesh(int index, Ref<MeshDataResource> mesh);
Ref<Texture> get_texture(int index);
void set_texture(int index, Ref<Texture> texture);
Color get_color();
void set_color(Color color);
Ref<PackedScene> get_effect();
void set_effect(Ref<PackedScene> effect);
Vector3 get_effect_offset(int index);
void set_effect_offset(int index, Vector3 offset);
ItemVisualEntry();
~ItemVisualEntry();
protected:
static void _bind_methods();
private:
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ItemEnums::EntityTextureLayers _override_layer;
Ref<MeshDataResource> _mesh[EntityEnums::GENDER_COUNT];
Ref<Texture> _texture[EntityEnums::GENDER_COUNT];
Color _color;
Ref<PackedScene> _effect;
Vector3 _effect_offset[EntityEnums::GENDER_COUNT];
};
#endif