#ifndef PROP_2D_INSTANCE_H #define PROP_2D_INSTANCE_H #include "scene/main/node_2d.h" #include "scene/resources/material/material.h" #include "core/math/vector3.h" #include "props/prop_2d_data.h" class Prop2DInstance : public Node2D { GDCLASS(Prop2DInstance, Node2D); public: Ref get_prop_data(); void set_prop_data(const Ref &data); uint32_t get_collision_layer() const; void set_collision_layer(uint32_t p_layer); uint32_t get_collision_mask() const; void set_collision_mask(uint32_t p_mask); virtual void collision_layer_changed(); virtual void collision_mask_changed(); void init_materials(); virtual void _init_materials(); void build(); void queue_build(); void build_finished(); virtual void _build(); virtual void _build_finished(); void prop_preprocess(Transform2D tarnsform, const Ref &prop); virtual void _prop_preprocess(Transform2D tarnsform, const Ref &prop); Prop2DInstance(); ~Prop2DInstance(); protected: void _notification(int p_what); static void _bind_methods(); protected: Ref _prop_data; uint32_t _collision_layer; uint32_t _collision_mask; bool _build_queued; bool _building; }; #endif