#ifndef ENTITY_AI_H #define ENTITY_AI_H #include "core/resource.h" #include "scene/main/node.h" #include "../../entity_enums.h" class Entity; class EntityAI : public Resource { GDCLASS(EntityAI, Resource); public: bool get_enabled(); void set_enabled(bool value); void set_owner(Entity *entity); void set_owner_bind(Node *entity); Entity *get_owner(); Vector get_spec_distribution(); void set_spec_distribution(Vector data); int get_spec_variance(); void set_spec_variance(int value); EntityEnums::AIStates get_state(); void set_state(EntityEnums::AIStates state); EntityEnums::AIStates get_force_state(); void set_force_state(EntityEnums::AIStates state); void set_editor_description(const String &p_editor_description); String get_editor_description() const; void update(float delta); void pet_update(float delta); void move(float delta); void pet_move(float delta); void _on_set_owner(); EntityAI(); ~EntityAI(); protected: static void _bind_methods(); private: bool _enabled; Entity *_owner; Vector _spec_distribution; int _spec_variance; EntityEnums::AIStates _state; EntityEnums::AIStates _force_state; }; #endif