entity_spell_system/skeleton/character_skeleton.h
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

67 lines
1.3 KiB
C++

#ifndef CHARACTER_SKELETON_H
#define CHARACTER_SKELETON_H
#ifdef ENTITIES_2D
#include "scene/2d/node_2d.h"
#else
#include "scene/3d/spatial.h"
#endif
#include "core/node_path.h"
#include "core/ustring.h"
#include "scene/animation/animation_player.h"
#include "scene/animation/animation_tree.h"
#include "../entity_enums.h"
#ifdef ENTITIES_2D
class CharacterSkeleton : public Node2D {
GDCLASS(CharacterSkeleton, Node2D);
#else
class CharacterSkeleton : public Spatial {
GDCLASS(CharacterSkeleton, Spatial);
#endif
public:
NodePath get_bone_path(int index);
void set_bone_path(int index, NodePath path);
Node *get_bone_node(EntityEnums::CharacterSkeletonPoints node_id);
NodePath get_animation_player_path();
void set_animation_player_path(NodePath path);
AnimationPlayer *get_animation_player();
NodePath get_animation_tree_path();
void set_animation_tree_path(NodePath path);
AnimationTree *get_animation_tree();
void update_nodes();
CharacterSkeleton();
protected:
static void _bind_methods();
virtual void _notification(int p_notification);
private:
NodePath _animation_player_path;
NodePath _animation_tree_path;
NodePath _bone_paths[EntityEnums::SKELETON_POINTS_MAX];
AnimationPlayer *_animation_player;
AnimationTree *_animation_tree;
Node *_bone_nodes[EntityEnums::SKELETON_POINTS_MAX];
};
#endif