entity_spell_system/skeleton/character_skeleton_3d.h

74 lines
1.8 KiB
C++

#ifndef CHARACTER_SKELETON_3D_H
#define CHARACTER_SKELETON_3D_H
#include "character_skeleton.h"
#include "core/vector.h"
#include "core/node_path.h"
#include "core/ustring.h"
#include "scene/animation/animation_player.h"
#include "scene/animation/animation_tree.h"
#include "../data/character_skeleton_visual_entry.h"
#include "../entity_enums.h"
class ItemVisual;
class CharacterSkeleton3D : public CharacterSkeleton {
GDCLASS(CharacterSkeleton3D, CharacterSkeleton);
public:
NodePath get_bone_path(int index);
void set_bone_path(int index, NodePath path);
Ref<CharacterSkeletonVisualEntry> get_visual(int index);
void set_visual(int index, Ref<CharacterSkeletonVisualEntry> entry);
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 add_item_visual(Ref<ItemVisual> vis);
void remove_item_visual(Ref<ItemVisual> vis);
Ref<ItemVisual> get_item_visual();
int get_item_visual_count();
void clear_item_visuals();
void update_nodes();
CharacterSkeleton3D();
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];
Vector<Ref<ItemVisual> > _item_visuals;
Ref<CharacterSkeletonVisualEntry> _visuals[EntityEnums::SKELETON_POINTS_MAX];
Vector<Ref<CharacterSkeletonVisualEntry> > _entries[EntityEnums::SKELETON_POINTS_MAX];
};
#endif