pandemonium_engine/modules/entity_spell_system/profiles/class_profile.h

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#ifndef CLASS_PROFILE_H
#define CLASS_PROFILE_H
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/*************************************************************************/
/* class_profile.h */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "core/object/reference.h"
#include "core/string/ustring.h"
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#include "core/variant/dictionary.h"
#include "actionbar/action_bar_profile.h"
#include "input/input_profile.h"
class ClassProfile : public Reference {
GDCLASS(ClassProfile, Reference);
public:
StringName get_class_path() const;
void set_class_path(const StringName &value);
String get_character_class_name() const;
void set_character_class_name(const String &value);
int get_level() const;
void set_level(const int value);
int get_xp() const;
void set_xp(const int value);
bool get_actionbar_locked() const;
void set_actionbar_locked(const bool value);
Ref<InputProfile> get_input_profile();
Ref<ActionBarProfile> get_default_action_bar_profile();
void emit_change();
bool has_custom_data(const String &p_name) const;
void set_custom_data(const String &p_name, const Variant &p_value);
void remove_custom_data(const String &p_name);
Variant get_custom_data(const String &p_name) const;
Dictionary to_dict() const;
void from_dict(const Dictionary &dict);
ClassProfile();
ClassProfile(const StringName &class_path);
ClassProfile(const String &class_name, const StringName &class_path, const int level, const int xp, const bool locked);
~ClassProfile();
void load_defaults();
protected:
static void _bind_methods();
private:
String _character_class_name;
StringName _class_path;
int _level;
int _xp;
bool _actionbar_locked;
Ref<InputProfile> _input_profile;
Ref<ActionBarProfile> _action_bar_profile;
Dictionary _custom_data;
};
#endif