entity_spell_system/skeleton/entity_texture_layer.h

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#ifndef ENTITY_TEXTURE_LAYER_H
#define ENTITY_TEXTURE_LAYER_H
#include "core/resource.h"
#include "core/ustring.h"
class EntityTextureLayer : public Resource {
GDCLASS(EntityTextureLayer, Resource);
public:
enum {
MAX_COLORS = 6
};
enum EntityTextureLayerLayers {
ENTITY_TEXTURE_LAYER_NONE = 0,
ENTITY_TEXTURE_LAYER_SKIN = 1,
ENTITY_TEXTURE_LAYER_UNDERWEAR = 2,
ENTITY_TEXTURE_LAYER_SHIRT = 3,
ENTITY_TEXTURE_LAYER_CLOTHES_BASE = 4,
ENTITY_TEXTURE_LAYER_BELT = 5,
ENTITY_TEXTURE_LAYER_TABARD = 6,
ENTITY_TEXTURE_LAYER_OVERLAY = 7
};
enum EntityTextureLayerRectId {
ENTITY_TEXTURE_LAYER_RECT_ID_FULL = 0,
ENTITY_TEXTURE_LAYER_RECT_ID_HEAD = 1,
ENTITY_TEXTURE_LAYER_RECT_ID_FOOT = 2,
//etc
};
Ref<Texture> get_texture();
void set_texture(Ref<Texture> texture);
protected:
static void _bind_methods();
private:
Ref<Texture> _texture;
int _layer;
Color _colors[MAX_COLORS];
};
#endif