#ifndef PROP_INSTANCE_JOB #define PROP_INSTANCE_JOB #include "scene/resources/texture.h" #include "core/os/thread_pool_job.h" class PropData; class PropInstance; class PropInstanceJob : public ThreadPoolJob { GDCLASS(PropInstanceJob, ThreadPoolJob); public: static const String BINDING_STRING_ACTIVE_BUILD_PHASE_TYPE; enum ActiveBuildPhaseType { BUILD_PHASE_TYPE_NORMAL = 0, BUILD_PHASE_TYPE_PROCESS, BUILD_PHASE_TYPE_PHYSICS_PROCESS, }; public: ActiveBuildPhaseType get_build_phase_type(); void set_build_phase_type(PropInstanceJob::ActiveBuildPhaseType build_phase_type); void set_prop(const Ref &prop); void set_prop_instance(PropInstance *instance); void set_prop_instance_bind(Node *instance); int get_phase(); void set_phase(const int phase); void next_phase(); bool get_build_done(); void set_build_done(const bool val); void finished(); void reset(); virtual void _reset(); void _execute(); void execute_phase(); virtual void _execute_phase(); void process(const float delta); void physics_process(const float delta); void prop_instance_enter_tree(); void prop_instance_exit_tree(); PropInstanceJob(); ~PropInstanceJob(); protected: static void _bind_methods(); ActiveBuildPhaseType _build_phase_type; bool _build_done; int _phase; bool _in_tree; Ref _prop; PropInstance *_instance; }; VARIANT_ENUM_CAST(PropInstanceJob::ActiveBuildPhaseType); #endif