#ifndef SPELL_EFFECT_VISUAL_SIMPLE_H #define SPELL_EFFECT_VISUAL_SIMPLE_H #include "spell_effect_visual.h" #include "scene/resources/packed_scene.h" #include "../entity_enums.h" class SpellEffectVisualSimple : public SpellEffectVisual { GDCLASS(SpellEffectVisualSimple, SpellEffectVisual); public: bool has_spell_effect_visual(); EntityEnums::CharacterSkeletonPoints get_spell_effect_visual_point(); void set_spell_effect_visual_point(EntityEnums::CharacterSkeletonPoints point); Ref get_spell_effect_visual(); void set_spell_effect_visual(Ref value); bool has_spell_cast_finish_effect(); EntityEnums::CharacterSkeletonPoints get_spell_cast_finish_effect_point(); void set_spell_cast_finish_effect_point(EntityEnums::CharacterSkeletonPoints point); Ref get_spell_cast_finish_effect(); void set_spell_cast_finish_effect(Ref value); bool has_spell_cast_effect(); Ref get_spell_cast_effect(); void set_spell_cast_effect(Ref value); //VisualEffect bool has_aura_effect_visual(); EntityEnums::CharacterSkeletonPoints get_aura_effect_visual_point(); void set_aura_effect_visual_point(EntityEnums::CharacterSkeletonPoints point); Ref get_aura_effect_visual(); void set_aura_effect_visual(Ref value); SpellEffectVisualSimple(); ~SpellEffectVisualSimple(); protected: static void _bind_methods(); private: EntityEnums::CharacterSkeletonPoints _effect_visual_point; Ref _effect_visual; EntityEnums::CharacterSkeletonPoints _spell_cast_finish_effect_point; Ref _spell_cast_finish_effect; Ref _spell_cast_effect; EntityEnums::CharacterSkeletonPoints _aura_effect_visual_point; Ref _aura_effect_visual; }; #endif