Fixed up CharacterSkeleton3D.

This commit is contained in:
Relintai 2019-08-26 11:46:43 +02:00
parent 6a8d4c13d4
commit 1667a315ed
4 changed files with 37 additions and 47 deletions

1
SCsub
View File

@ -65,6 +65,7 @@ module_env.add_source_files(env.modules_sources,"ui/unit_frame.cpp")
module_env.add_source_files(env.modules_sources,"drag_and_drop/es_drag_and_drop.cpp")
module_env.add_source_files(env.modules_sources,"skeleton/character_skeleton.cpp")
module_env.add_source_files(env.modules_sources,"skeleton/character_skeleton_3d.cpp")
module_env.add_source_files(env.modules_sources,"utility/entity_create_info.cpp")

View File

@ -58,6 +58,7 @@
#include "drag_and_drop/es_drag_and_drop.h"
#include "skeleton/character_skeleton.h"
#include "skeleton/character_skeleton_3d.h"
#include "utility/entity_create_info.h"
#include "utility/cooldown.h"
@ -155,6 +156,7 @@ void register_entity_spell_system_types() {
ClassDB::register_class<ESDragAndDrop>();
ClassDB::register_class<CharacterSkeleton>();
ClassDB::register_class<CharacterSkeleton3D>();
ClassDB::register_class<Cooldown>();
ClassDB::register_class<CategoryCooldown>();

View File

@ -1,12 +1,12 @@
#include "character_skeleton.h"
#include "character_skeleton_3d.h"
NodePath CharacterSkeleton::get_bone_path(int index) {
NodePath CharacterSkeleton3D::get_bone_path(int index) {
ERR_FAIL_INDEX_V(index, EntityEnums::SKELETON_POINTS_MAX, NodePath());
return _bone_paths[index];
}
void CharacterSkeleton::set_bone_path(int index, NodePath path) {
void CharacterSkeleton3D::set_bone_path(int index, NodePath path) {
ERR_FAIL_INDEX(index, EntityEnums::SKELETON_POINTS_MAX);
_bone_paths[index] = path;
@ -14,26 +14,26 @@ void CharacterSkeleton::set_bone_path(int index, NodePath path) {
_bone_nodes[index] = get_node_or_null(path);
}
Ref<CharacterSkeletonVisualEntry> CharacterSkeleton::get_visual(int index) {
Ref<CharacterSkeletonVisualEntry> CharacterSkeleton3D::get_visual(int index) {
ERR_FAIL_INDEX_V(index, EntityEnums::SKELETON_POINTS_MAX, Ref<CharacterSkeletonVisualEntry>());
return _visuals[index];
}
void CharacterSkeleton::set_visual(int index, Ref<CharacterSkeletonVisualEntry> entry) {
void CharacterSkeleton3D::set_visual(int index, Ref<CharacterSkeletonVisualEntry> entry) {
ERR_FAIL_INDEX(index, EntityEnums::SKELETON_POINTS_MAX);
_visuals[index] = entry;
}
Node *CharacterSkeleton::get_bone_node(EntityEnums::CharacterSkeletonPoints node_id) {
Node *CharacterSkeleton3D::get_bone_node(EntityEnums::CharacterSkeletonPoints node_id) {
return _bone_nodes[node_id];
}
NodePath CharacterSkeleton::get_animation_player_path() {
NodePath CharacterSkeleton3D::get_animation_player_path() {
return _animation_player_path;
}
void CharacterSkeleton::set_animation_player_path(NodePath path) {
void CharacterSkeleton3D::set_animation_player_path(NodePath path) {
_animation_player_path = path;
Node *node = get_node_or_null(_animation_player_path);
@ -45,15 +45,15 @@ void CharacterSkeleton::set_animation_player_path(NodePath path) {
}
}
AnimationPlayer *CharacterSkeleton::get_animation_player() {
AnimationPlayer *CharacterSkeleton3D::get_animation_player() {
return _animation_player;
}
NodePath CharacterSkeleton::get_animation_tree_path() {
NodePath CharacterSkeleton3D::get_animation_tree_path() {
return _animation_tree_path;
}
void CharacterSkeleton::set_animation_tree_path(NodePath path) {
void CharacterSkeleton3D::set_animation_tree_path(NodePath path) {
_animation_tree_path = path;
Node *node = get_node_or_null(_animation_tree_path);
@ -65,11 +65,11 @@ void CharacterSkeleton::set_animation_tree_path(NodePath path) {
}
}
AnimationTree *CharacterSkeleton::get_animation_tree() {
AnimationTree *CharacterSkeleton3D::get_animation_tree() {
return _animation_tree;
}
void CharacterSkeleton::update_nodes() {
void CharacterSkeleton3D::update_nodes() {
for (int i = 0; i < EntityEnums::SKELETON_POINTS_MAX; ++i) {
_bone_nodes[i] = get_node_or_null(_bone_paths[i]);
}
@ -78,7 +78,7 @@ void CharacterSkeleton::update_nodes() {
set_animation_tree_path(_animation_tree_path);
}
CharacterSkeleton::CharacterSkeleton() {
CharacterSkeleton3D::CharacterSkeleton3D() {
for (int i = 0; i < EntityEnums::SKELETON_POINTS_MAX; ++i) {
_bone_nodes[i] = NULL;
}
@ -86,7 +86,7 @@ CharacterSkeleton::CharacterSkeleton() {
_animation_player = NULL;
}
void CharacterSkeleton::_notification(int p_what) {
void CharacterSkeleton3D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
update_nodes();
@ -99,12 +99,12 @@ void CharacterSkeleton::_notification(int p_what) {
}
}
void CharacterSkeleton::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_bone_path", "index"), &CharacterSkeleton::get_bone_path);
ClassDB::bind_method(D_METHOD("set_bone_path", "index", "path"), &CharacterSkeleton::set_bone_path);
void CharacterSkeleton3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_bone_path", "index"), &CharacterSkeleton3D::get_bone_path);
ClassDB::bind_method(D_METHOD("set_bone_path", "index", "path"), &CharacterSkeleton3D::set_bone_path);
ClassDB::bind_method(D_METHOD("get_visual", "index"), &CharacterSkeleton::get_visual);
ClassDB::bind_method(D_METHOD("set_visual", "index", "entry"), &CharacterSkeleton::set_visual);
ClassDB::bind_method(D_METHOD("get_visual", "index"), &CharacterSkeleton3D::get_visual);
ClassDB::bind_method(D_METHOD("set_visual", "index", "entry"), &CharacterSkeleton3D::set_visual);
ADD_GROUP("Visuals", "visual_");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "visual_root", PROPERTY_HINT_RESOURCE_TYPE, "CharacterSkeletonVisualEntry"), "set_visual", "get_visual", EntityEnums::SKELETON_POINT_ROOT);
@ -144,18 +144,18 @@ void CharacterSkeleton::_bind_methods() {
ADD_GROUP("Bone Paths", "bone_path_");
ADD_PROPERTYI(PropertyInfo(Variant::NODE_PATH, "bone_path_root"), "set_bone_path", "get_bone_path", EntityEnums::SKELETON_POINT_ROOT);
ClassDB::bind_method(D_METHOD("get_bone_node", "bone_idx"), &CharacterSkeleton::get_bone_node);
ClassDB::bind_method(D_METHOD("get_bone_node", "bone_idx"), &CharacterSkeleton3D::get_bone_node);
ClassDB::bind_method(D_METHOD("get_animation_player_path"), &CharacterSkeleton::get_animation_player_path);
ClassDB::bind_method(D_METHOD("set_animation_player_path", "path"), &CharacterSkeleton::set_animation_player_path);
ClassDB::bind_method(D_METHOD("get_animation_player_path"), &CharacterSkeleton3D::get_animation_player_path);
ClassDB::bind_method(D_METHOD("set_animation_player_path", "path"), &CharacterSkeleton3D::set_animation_player_path);
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "animation_player_path"), "set_animation_player_path", "get_animation_player_path");
ClassDB::bind_method(D_METHOD("get_animation_tree_path"), &CharacterSkeleton::get_animation_tree_path);
ClassDB::bind_method(D_METHOD("set_animation_tree_path", "path"), &CharacterSkeleton::set_animation_tree_path);
ClassDB::bind_method(D_METHOD("get_animation_tree_path"), &CharacterSkeleton3D::get_animation_tree_path);
ClassDB::bind_method(D_METHOD("set_animation_tree_path", "path"), &CharacterSkeleton3D::set_animation_tree_path);
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "animation_tree_path"), "set_animation_tree_path", "get_animation_tree_path");
ClassDB::bind_method(D_METHOD("get_animation_player"), &CharacterSkeleton::get_animation_player);
ClassDB::bind_method(D_METHOD("get_animation_tree"), &CharacterSkeleton::get_animation_tree);
ClassDB::bind_method(D_METHOD("get_animation_player"), &CharacterSkeleton3D::get_animation_player);
ClassDB::bind_method(D_METHOD("get_animation_tree"), &CharacterSkeleton3D::get_animation_tree);
ClassDB::bind_method(D_METHOD("update_nodes"), &CharacterSkeleton::update_nodes);
ClassDB::bind_method(D_METHOD("update_nodes"), &CharacterSkeleton3D::update_nodes);
}

View File

@ -1,11 +1,7 @@
#ifndef CHARACTER_SKELETON_H
#define CHARACTER_SKELETON_H
#ifndef CHARACTER_SKELETON_3D_H
#define CHARACTER_SKELETON_3D_H
#ifdef ENTITIES_2D
#include "scene/2d/node_2d.h"
#else
#include "scene/3d/spatial.h"
#endif
#include "character_skeleton.h"
#include "core/node_path.h"
#include "core/ustring.h"
@ -15,17 +11,8 @@
#include "../data/character_skeleton_visual_entry.h"
#include "../entity_enums.h"
#ifdef ENTITIES_2D
class CharacterSkeleton : public Node2D {
GDCLASS(CharacterSkeleton, Node2D);
#else
class CharacterSkeleton : public Spatial {
GDCLASS(CharacterSkeleton, Spatial);
#endif
class CharacterSkeleton3D : public CharacterSkeleton {
GDCLASS(CharacterSkeleton3D, CharacterSkeleton);
public:
NodePath get_bone_path(int index);
@ -48,7 +35,7 @@ public:
void update_nodes();
CharacterSkeleton();
CharacterSkeleton3D();
protected:
static void _bind_methods();