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https://github.com/Relintai/entity_spell_system.git
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65 lines
1.3 KiB
C++
65 lines
1.3 KiB
C++
#ifndef AI_SPELL_ACTION_H
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#define AI_SPELL_ACTION_H
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#include "core/ustring.h"
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#include "ai_action.h"
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class Spell;
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class AISpellAction : public AIAction {
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GDCLASS(AISpellAction, AIAction);
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public:
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enum AISpellActionType {
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AI_SPELL_ACTION_TYPE_NONE,
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AI_SPELL_ACTION_TYPE_ATTACK,
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AI_SPELL_ACTION_TYPE_CHARGE,
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AI_SPELL_ACTION_TYPE_CC,
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AI_SPELL_ACTION_TYPE_DPS,
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AI_SPELL_ACTION_TYPE_REGENERATION,
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AI_SPELL_ACTION_TYPE_STUNBREAK
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};
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static const String BINDING_STRING_SPELL_ACTION_TYPE;
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public:
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AISpellActionType get_type() const;
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void set_type(const AISpellActionType type);
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Ref<Spell> get_spell();
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void set_spell(Ref<Spell> spell);
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int get_keep_aura_on_target() const;
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void set_keep_aura_on_target(const int value);
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int get_keep_aura_on_target_index() const;
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void set_keep_aura_on_target_index(const int value);
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int get_keep_aura_on_self() const;
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void set_keep_aura_on_self(const int value);
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int get_keep_aura_on_self_index() const;
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void set_keep_aura_on_self_index(const int value);
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AISpellAction();
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protected:
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static void _bind_methods();
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private:
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AISpellActionType _type;
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Ref<Spell> _spell;
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bool _keep_aura_on_target;
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int _keep_aura_on_target_index;
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bool _keep_aura_on_self;
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int _keep_aura_on_self_index;
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};
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VARIANT_ENUM_CAST(AISpellAction::AISpellActionType);
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#endif
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