#ifndef PROP_2D_INSTANCE_JOB #define PROP_2D_INSTANCE_JOB #include "scene/resources/texture.h" #include "core/os/thread_pool_job.h" #include "core/object/reference.h" class Prop2DData; class Prop2DInstance; class Prop2DInstanceJob : public ThreadPoolJob { GDCLASS(Prop2DInstanceJob, 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(Prop2DInstanceJob::ActiveBuildPhaseType build_phase_type); void set_prop(const Ref &prop); void set_prop_instance(Prop2DInstance *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(); Prop2DInstanceJob(); ~Prop2DInstanceJob(); protected: static void _bind_methods(); ActiveBuildPhaseType _build_phase_type; bool _build_done; int _phase; bool _in_tree; Ref _prop; Prop2DInstance *_instance; }; VARIANT_ENUM_CAST(Prop2DInstanceJob::ActiveBuildPhaseType); #endif