mirror of
https://github.com/Relintai/entity_spell_system.git
synced 2025-02-22 17:18:12 +01:00
100 lines
2.7 KiB
C++
100 lines
2.7 KiB
C++
/*
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Copyright (c) 2019-2020 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#ifndef WORLD_SPELL_DATA_H
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#define WORLD_SPELL_DATA_H
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#include "core/resource.h"
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#include "core/vector.h"
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#include "scene/resources/packed_scene.h"
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#include "../spell_enums.h"
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class WorldSpellData : public Resource {
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GDCLASS(WorldSpellData, Resource);
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public:
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int get_id() const;
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void set_id(const int value);
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SpellEnums::ColliderType get_collider_type() const;
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void set_collider_type(const SpellEnums::ColliderType value);
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Vector3 get_collider_box_extents() const;
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void set_collider_box_extents(const Vector3 &value);
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float get_collider_sphere_radius() const;
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void set_collider_sphere_radius(const float value);
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SpellEnums::TargetType get_target_type() const;
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void set_target_type(const SpellEnums::TargetType value);
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int get_target_bone_id() const;
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void set_target_bone_id(const int value);
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bool get_move() const;
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void set_move(const bool value);
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float get_movement_speed() const;
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void set_movement_speed(const float value);
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Vector3 get_movement_dir() const;
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void set_movement_dir(const Vector3 &value);
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float get_max_dist() const;
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void set_max_dist(const float value);
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Ref<PackedScene> get_effect();
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void set_effect(const Ref<PackedScene> &value);
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Vector3 get_effect_offset() const;
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void set_effect_offset(const Vector3 &value);
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WorldSpellData();
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~WorldSpellData();
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protected:
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static void _bind_methods();
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private:
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int _id;
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SpellEnums::ColliderType _collider_type;
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Vector3 _collider_box_extents;
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float _collider_sphere_radius;
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SpellEnums::TargetType _target_type;
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int _target_bone_id;
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bool _move;
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float _movement_speed;
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Vector3 _movement_dir;
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float _max_dist;
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Ref<PackedScene> _effect;
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Vector3 _effect_offset;
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};
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#endif
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