#ifndef AURA_DATA_H #define AURA_DATA_H #include "core/reference.h" #include "core/array.h" #include "core/dictionary.h" #include "../../spell_enums.h" class Aura; class Entity; class AuraData : public Reference { GDCLASS(AuraData, Reference); public: int get_aura_id(); void set_aura_id(int value); bool get_is_timed(); void set_is_timed(bool value); float get_remaining_time(); void set_remaining_time(float value); bool update(float delta); Entity *get_owner(); void set_owner(Entity *value); void set_owner_bind(Node *value); Entity *get_caster(); void set_caster(Entity *value); void set_caster_bind(Node *value); int get_caster_guid(); void set_caster_guid(int value); float get_spell_scale(); void set_spell_scale(float value); Ref get_aura(); void set_aura(Ref aura); void refresh(float remaining); int get_damage(); void set_damage(int value); float get_damage_count(); void set_damage_count(int damageTaken); float get_tick(); void set_tick(float value); float get_time_since_last_tick(); void set_time_since_last_tick(float value); int get_unhandled_ticks(); void set_unhandled_ticks(int value); int get_damage_taken(); void set_damage_taken(int value); int get_heal(); void set_heal(int value); int get_remaining_absorb(); void set_remaining_absorb(int remaining_timeAbsorb); float get_slow(); void set_slow(float value); Dictionary to_dict(); void from_dict(const Dictionary &dict); Dictionary _to_dict(); void _from_dict(const Dictionary &dict); Array to_send_array(); void from_send_array(const Array &arr); Array _to_send_array(); void _from_send_array(const Array &arr); AuraData(); protected: static void _bind_methods(); private: Entity *_owner; int _aura_id; float _remaining_time; Entity *_caster; int _caster_guid; float _spell_scale; int _aura_group; Ref _aura; bool _is_timed; int _damage; int _heal; float _slow; int _remaining_absorb; float _tick; float _time_since_last_tick; int _damage_already_taken; int _unhandled_ticks; }; #endif