2022-03-17 22:33:22 +01:00
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#ifndef PROP_2D_INSTANCE_H
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#define PROP_2D_INSTANCE_H
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2022-03-15 13:29:32 +01:00
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2023-12-10 15:50:54 +01:00
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#include "scene/main/node_2d.h"
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2022-03-15 13:29:32 +01:00
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2023-12-10 14:59:22 +01:00
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#include "scene/resources/material/material.h"
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2022-03-15 13:29:32 +01:00
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#include "core/math/vector3.h"
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#include "props/prop_2d_data.h"
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class Prop2DInstance : public Node2D {
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GDCLASS(Prop2DInstance, Node2D);
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public:
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Ref<Prop2DData> get_prop_data();
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void set_prop_data(const Ref<Prop2DData> &data);
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uint32_t get_collision_layer() const;
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void set_collision_layer(uint32_t p_layer);
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uint32_t get_collision_mask() const;
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void set_collision_mask(uint32_t p_mask);
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virtual void collision_layer_changed();
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virtual void collision_mask_changed();
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void init_materials();
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virtual void _init_materials();
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void build();
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void queue_build();
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void build_finished();
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virtual void _build();
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virtual void _build_finished();
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void prop_preprocess(Transform2D tarnsform, const Ref<Prop2DData> &prop);
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virtual void _prop_preprocess(Transform2D tarnsform, const Ref<Prop2DData> &prop);
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Prop2DInstance();
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~Prop2DInstance();
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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protected:
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Ref<Prop2DData> _prop_data;
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uint32_t _collision_layer;
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uint32_t _collision_mask;
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bool _build_queued;
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bool _building;
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};
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#endif
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