#ifndef CLASS_PROFILE_H #define CLASS_PROFILE_H /*************************************************************************/ /* 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" #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 get_input_profile(); Ref 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 _input_profile; Ref _action_bar_profile; Dictionary _custom_data; }; #endif