2023-12-17 23:21:54 +01:00
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/*************************************************************************/
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/* skeleton_model_entry.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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2022-03-15 13:29:32 +01:00
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#include "skeleton_model_entry.h"
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int SkeletonModelEntry::get_count() const {
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return _count;
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}
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void SkeletonModelEntry::set_count(const int value) {
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_count = value;
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}
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int SkeletonModelEntry::get_priority() const {
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return _priority;
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}
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void SkeletonModelEntry::set_priority(const int value) {
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_priority = value;
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}
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Color SkeletonModelEntry::get_color() const {
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return _color;
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}
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void SkeletonModelEntry::set_color(const Color value) {
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_color = value;
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}
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Ref<ModelVisualEntry> SkeletonModelEntry::get_entry() {
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return _entry;
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}
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void SkeletonModelEntry::set_entry(Ref<ModelVisualEntry> entry) {
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_entry = entry;
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}
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SkeletonModelEntry::SkeletonModelEntry() {
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_count = 1;
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_priority = 0;
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_color = Color(1, 1, 1, 1);
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}
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SkeletonModelEntry::~SkeletonModelEntry() {
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_entry.unref();
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}
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void SkeletonModelEntry::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_count"), &SkeletonModelEntry::get_count);
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ClassDB::bind_method(D_METHOD("set_count", "value"), &SkeletonModelEntry::set_count);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "count"), "set_count", "get_count");
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ClassDB::bind_method(D_METHOD("get_priority"), &SkeletonModelEntry::get_priority);
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ClassDB::bind_method(D_METHOD("set_priority", "value"), &SkeletonModelEntry::set_priority);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "priority"), "set_priority", "get_priority");
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ClassDB::bind_method(D_METHOD("get_color"), &SkeletonModelEntry::get_color);
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ClassDB::bind_method(D_METHOD("set_color", "value"), &SkeletonModelEntry::set_color);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "color"), "set_color", "get_color");
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ClassDB::bind_method(D_METHOD("get_entry"), &SkeletonModelEntry::get_entry);
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ClassDB::bind_method(D_METHOD("set_entry", "path"), &SkeletonModelEntry::set_entry);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "entry", PROPERTY_HINT_RESOURCE_TYPE, "ModelVisualEntry"), "set_entry", "get_entry");
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}
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