#ifndef CHARACTER_SKELETON_3D_H #define CHARACTER_SKELETON_3D_H #include "character_skeleton.h" #include "core/node_path.h" #include "core/ustring.h" #include "scene/animation/animation_player.h" #include "scene/animation/animation_tree.h" #include "../data/character_skeleton_visual_entry.h" #include "../entity_enums.h" class ItemVisual; class CharacterSkeleton3D : public CharacterSkeleton { GDCLASS(CharacterSkeleton3D, CharacterSkeleton); public: NodePath get_bone_path(int index); void set_bone_path(int index, NodePath path); Ref get_visual(int index); void set_visual(int index, Ref entry); Node *get_bone_node(EntityEnums::CharacterSkeletonPoints node_id); NodePath get_animation_player_path(); void set_animation_player_path(NodePath path); AnimationPlayer *get_animation_player(); NodePath get_animation_tree_path(); void set_animation_tree_path(NodePath path); AnimationTree *get_animation_tree(); void update_nodes(); CharacterSkeleton3D(); protected: static void _bind_methods(); virtual void _notification(int p_notification); private: NodePath _animation_player_path; NodePath _animation_tree_path; NodePath _bone_paths[EntityEnums::SKELETON_POINTS_MAX]; AnimationPlayer *_animation_player; AnimationTree *_animation_tree; Node *_bone_nodes[EntityEnums::SKELETON_POINTS_MAX]; Vector > _item_visuals; Ref _visuals[EntityEnums::SKELETON_POINTS_MAX]; }; #endif