entity_spell_system/data/bone_visual_attachment.cpp
Relintai 9aaa5d1d5a -Renamed CharacterSkeletonBoneId to CharacterSkeletonPoints.
-Added rank to spells.
-Removed The Icon class, and the SpellManager.
-More cleanup.
-Removed more collection dynamic allocations.
2019-05-30 00:26:02 +02:00

66 lines
2.7 KiB
C++

#include "bone_visual_attachment.h"
const String BoneVisualAttachment::BINDING_STRING_BONE_ATTACHMENT_TYPES = "None, Bodypart, Effect, Equipment, Override";
int BoneVisualAttachment::get_id() {
return _id;
}
void BoneVisualAttachment::set_id(int id) {
_id = id;
}
BoneVisualAttachment::BoneVisualAttachmentType BoneVisualAttachment::get_attachment_type() {
return _attachment_type;
}
void BoneVisualAttachment::set_attachment_type(BoneVisualAttachment::BoneVisualAttachmentType attachment_type) {
_attachment_type = attachment_type;
}
EntityEnums::CharacterSkeletonPoints BoneVisualAttachment::get_target_bone() {
return _target_bone;
}
void BoneVisualAttachment::set_target_bone(EntityEnums::CharacterSkeletonPoints target_bone) {
_target_bone = target_bone;
}
Ref<PackedScene> BoneVisualAttachment::get_effect() {
return _effect;
}
void BoneVisualAttachment::set_effect(Ref<PackedScene> effect) {
_effect = effect;
}
BoneVisualAttachment::BoneVisualAttachment() {
_id = 0;
_target_bone = EntityEnums::SKELETON_POINT_BASE;
}
void BoneVisualAttachment::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_id"), &BoneVisualAttachment::get_id);
ClassDB::bind_method(D_METHOD("set_id", "path"), &BoneVisualAttachment::set_id);
ADD_PROPERTY(PropertyInfo(Variant::INT, "id"), "set_id", "get_id");
ClassDB::bind_method(D_METHOD("get_attachment_type"), &BoneVisualAttachment::get_attachment_type);
ClassDB::bind_method(D_METHOD("set_attachment_type", "target_bone"), &BoneVisualAttachment::set_attachment_type);
ADD_PROPERTY(PropertyInfo(Variant::INT, "attachment_type", PROPERTY_HINT_ENUM, BoneVisualAttachment::BINDING_STRING_BONE_ATTACHMENT_TYPES), "set_attachment_type", "get_attachment_type");
ClassDB::bind_method(D_METHOD("get_target_bone"), &BoneVisualAttachment::get_target_bone);
ClassDB::bind_method(D_METHOD("set_target_bone", "target_bone"), &BoneVisualAttachment::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_effect"), &BoneVisualAttachment::get_effect);
ClassDB::bind_method(D_METHOD("set_effect", "path"), &BoneVisualAttachment::set_effect);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "effect", PROPERTY_HINT_RESOURCE_TYPE, "PackedScene"), "set_effect", "get_effect");
BIND_ENUM_CONSTANT(BONE_ATTACHMENT_TYPE_NONE);
BIND_ENUM_CONSTANT(BONE_ATTACHMENT_TYPE_BODYPART);
BIND_ENUM_CONSTANT(BONE_ATTACHMENT_TYPE_EFFECT);
BIND_ENUM_CONSTANT(BONE_ATTACHMENT_TYPE_EQUIPMENT);
BIND_ENUM_CONSTANT(BONE_ATTACHMENT_TYPE_OVERRIDE);
}