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https://github.com/Relintai/entity_spell_system.git
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-is_debuff is now just debuff. -I realized that Godot Vectors, and Maps are made in a way, so that they don't need to be dynamically allocated. So none of the vectors, and maps are pointers anymore in Entity. -PlayerTalent is a Reference now.
26 lines
398 B
C++
26 lines
398 B
C++
#ifndef PLAYER_TALENT_H
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#define PLAYER_TALENT_H
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#include "core/reference.h"
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class PlayerTalent : public Reference {
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GDCLASS(PlayerTalent, Reference);
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public:
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int get_talent_id();
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void set_talent_id(int value);
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int get_rank();
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void set_rank(int value);
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PlayerTalent();
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PlayerTalent(int talentID);
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protected:
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static void _bind_methods();
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private:
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int _talent_id;
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int _rank;
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};
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#endif
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