mirror of
https://github.com/Relintai/entity_spell_system.git
synced 2025-02-22 17:18:12 +01:00
77 lines
3.4 KiB
C++
77 lines
3.4 KiB
C++
#include "character_skeleton_visual_entry.h"
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const String CharacterSkeletonVisualEntry::BINDING_STRING_BONE_ATTACHMENT_TYPES = "None, Mesh, Effect, Equipment, Override";
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int CharacterSkeletonVisualEntry::get_id() {
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return _id;
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}
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void CharacterSkeletonVisualEntry::set_id(int id) {
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_id = id;
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}
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CharacterSkeletonVisualEntry::CharacterSkeletonVisualEntryType CharacterSkeletonVisualEntry::get_attachment_type() {
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return _attachment_type;
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}
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void CharacterSkeletonVisualEntry::set_attachment_type(CharacterSkeletonVisualEntry::CharacterSkeletonVisualEntryType attachment_type) {
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_attachment_type = attachment_type;
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}
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EntityEnums::CharacterSkeletonPoints CharacterSkeletonVisualEntry::get_target_bone() {
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return _target_bone;
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}
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void CharacterSkeletonVisualEntry::set_target_bone(EntityEnums::CharacterSkeletonPoints target_bone) {
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_target_bone = target_bone;
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}
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Ref<PackedScene> CharacterSkeletonVisualEntry::get_effect() {
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return _effect;
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}
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void CharacterSkeletonVisualEntry::set_effect(Ref<PackedScene> effect) {
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_effect = effect;
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}
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Ref<MeshDataResource> CharacterSkeletonVisualEntry::get_mesh() {
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return _mesh;
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}
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void CharacterSkeletonVisualEntry::set_mesh(Ref<MeshDataResource> mesh) {
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_mesh = mesh;
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}
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CharacterSkeletonVisualEntry::CharacterSkeletonVisualEntry() {
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_id = 0;
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_target_bone = EntityEnums::SKELETON_POINT_ROOT;
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_attachment_type = BONE_ATTACHMENT_TYPE_NONE;
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}
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void CharacterSkeletonVisualEntry::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_id"), &CharacterSkeletonVisualEntry::get_id);
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ClassDB::bind_method(D_METHOD("set_id", "path"), &CharacterSkeletonVisualEntry::set_id);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "id"), "set_id", "get_id");
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ClassDB::bind_method(D_METHOD("get_attachment_type"), &CharacterSkeletonVisualEntry::get_attachment_type);
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ClassDB::bind_method(D_METHOD("set_attachment_type", "target_bone"), &CharacterSkeletonVisualEntry::set_attachment_type);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "attachment_type", PROPERTY_HINT_ENUM, CharacterSkeletonVisualEntry::BINDING_STRING_BONE_ATTACHMENT_TYPES), "set_attachment_type", "get_attachment_type");
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ClassDB::bind_method(D_METHOD("get_target_bone"), &CharacterSkeletonVisualEntry::get_target_bone);
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ClassDB::bind_method(D_METHOD("set_target_bone", "target_bone"), &CharacterSkeletonVisualEntry::set_target_bone);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "target_bone", PROPERTY_HINT_ENUM, EntityEnums::BINDING_STRING_CHARCATER_SKELETON_POINTS), "set_target_bone", "get_target_bone");
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ClassDB::bind_method(D_METHOD("get_effect"), &CharacterSkeletonVisualEntry::get_effect);
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ClassDB::bind_method(D_METHOD("set_effect", "path"), &CharacterSkeletonVisualEntry::set_effect);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "effect", PROPERTY_HINT_RESOURCE_TYPE, "PackedScene"), "set_effect", "get_effect");
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ClassDB::bind_method(D_METHOD("get_mesh"), &CharacterSkeletonVisualEntry::get_mesh);
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ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &CharacterSkeletonVisualEntry::set_mesh);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "MeshDataResource"), "set_mesh", "get_mesh");
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BIND_ENUM_CONSTANT(BONE_ATTACHMENT_TYPE_NONE);
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BIND_ENUM_CONSTANT(BONE_ATTACHMENT_TYPE_MESH);
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BIND_ENUM_CONSTANT(BONE_ATTACHMENT_TYPE_EFFECT);
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BIND_ENUM_CONSTANT(BONE_ATTACHMENT_TYPE_EQUIPMENT);
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BIND_ENUM_CONSTANT(BONE_ATTACHMENT_TYPE_OVERRIDE);
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}
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