#ifndef PLAYER_PROFILE_H #define PLAYER_PROFILE_H /*************************************************************************/ /* player_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 "class_profile.h" class PlayerProfile : public Reference { GDCLASS(PlayerProfile, Reference); public: static const String DEFAULT_PROFILE_FILE_NAME; int get_id(); void set_id(int value); String get_profile_name(); void set_profile_name(String value); int get_last_used_character() const; void set_last_used_character(const int value); int get_class_profile_count() const; Ref get_class_profile_index(const int index); void add_class_profile(Ref profile); void clear_class_profiles(); void remove_class_profile(const int index); Vector> &get_class_profiles(); Ref get_class_profile(const StringName &class_path); Dictionary get_custom_data(); void set_custom_data(const Dictionary &dict); Dictionary to_dict() const; void from_dict(const Dictionary &dict); void emit_change(); PlayerProfile(); ~PlayerProfile(); void load_defaults(); protected: void _on_class_profile_changed(); static void _bind_methods(); private: int _id; int _last_used_character; String _profile_name; Dictionary _custom_data; Vector> _class_profiles; }; #endif