#include "item_visual_entry.h" int ItemVisualEntry::get_id() { return _id; } void ItemVisualEntry::set_id(int id) { _id = id; } EntityEnums::CharacterSkeletonPoints ItemVisualEntry::get_target_bone() { return _target_bone; } void ItemVisualEntry::set_target_bone(EntityEnums::CharacterSkeletonPoints bone) { _target_bone = bone; } ItemEnums::EntityTextureLayers ItemVisualEntry::get_layer() { return _layer; } void ItemVisualEntry::set_layer(ItemEnums::EntityTextureLayers layer) { _layer = layer; } Ref ItemVisualEntry::get_mesh() { return _mesh; } void ItemVisualEntry::set_mesh(Ref mesh) { _mesh = mesh; } Ref ItemVisualEntry::get_texture() { return _texture; } void ItemVisualEntry::set_texture(Ref texture) { _texture = texture; } Color ItemVisualEntry::get_color() { return _color; } void ItemVisualEntry::set_color(Color color) { _color = color; } Ref ItemVisualEntry::get_effect() { return _effect; } void ItemVisualEntry::set_effect(Ref effect) { _effect = effect; } ItemVisualEntry::ItemVisualEntry() { _id = 0; _target_bone = EntityEnums::SKELETON_POINT_HEAD; _layer = ItemEnums::ENTITY_TEXTURE_LAYER_NONE; _color = Color(1, 1, 1, 1); } ItemVisualEntry::~ItemVisualEntry() { _mesh.unref(); _texture.unref(); _effect.unref(); } void ItemVisualEntry::_bind_methods() { ClassDB::bind_method(D_METHOD("get_id"), &ItemVisualEntry::get_id); ClassDB::bind_method(D_METHOD("set_id", "value"), &ItemVisualEntry::set_id); ADD_PROPERTY(PropertyInfo(Variant::INT, "id"), "set_id", "get_id"); ClassDB::bind_method(D_METHOD("get_target_bone"), &ItemVisualEntry::get_target_bone); ClassDB::bind_method(D_METHOD("set_target_bone", "bone"), &ItemVisualEntry::set_target_bone); ADD_PROPERTY(PropertyInfo(Variant::INT, "target_bone", PROPERTY_HINT_ENUM, EntityEnums::BINDING_STRING_CHARCATER_SKELETON_POINTS), "set_target_bone", "get_target_bone"); ClassDB::bind_method(D_METHOD("get_layer"), &ItemVisualEntry::get_layer); ClassDB::bind_method(D_METHOD("set_layer", "value"), &ItemVisualEntry::set_layer); ADD_PROPERTY(PropertyInfo(Variant::INT, "layer", PROPERTY_HINT_ENUM, ItemEnums::BINDING_STRING_ENTITY_TEXTURE_LAYERS), "set_layer", "get_layer"); ClassDB::bind_method(D_METHOD("get_mesh"), &ItemVisualEntry::get_mesh); ClassDB::bind_method(D_METHOD("set_mesh", "value"), &ItemVisualEntry::set_mesh); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "MeshDataResource"), "set_mesh", "get_mesh"); ClassDB::bind_method(D_METHOD("get_texture"), &ItemVisualEntry::get_texture); ClassDB::bind_method(D_METHOD("set_texture", "value"), &ItemVisualEntry::set_texture); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture"); ClassDB::bind_method(D_METHOD("get_color"), &ItemVisualEntry::get_color); ClassDB::bind_method(D_METHOD("set_color", "value"), &ItemVisualEntry::set_color); ADD_PROPERTY(PropertyInfo(Variant::INT, "color"), "set_color", "get_color"); ClassDB::bind_method(D_METHOD("get_effect"), &ItemVisualEntry::get_effect); ClassDB::bind_method(D_METHOD("set_effect", "value"), &ItemVisualEntry::set_effect); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "effect", PROPERTY_HINT_RESOURCE_TYPE, "PackedScene"), "set_effect", "get_effect"); }