#ifndef SPELL_HEAL_INFO_H #define SPELL_HEAL_INFO_H #include "core/object/reference.h" #include "../spell_enums.h" #include "scene/main/node.h" class Entity; class Spell; class SpellHealInfo : public Reference { GDCLASS(SpellHealInfo, Reference); public: enum HealSourceType { HEAL_SOURCE_UNKNOWN = 0, HEAL_SOURCE_SPELL, HEAL_SOURCE_AURA, }; protected: static void _bind_methods(); public: int heal_get(); void heal_set(int value); bool get_immune() const; void set_immune(const bool value); int damage_get() const; void damage_set(const int value); bool crit_get() const; void crit_set(const bool value); int amount_absorbed_get() const; void amount_absorbed_set(const int value); int heal_type_get() const; void heal_type_set(const int value); Entity *dealer_get(); void dealer_set(Entity *value); void dealer_set_bind(Node *value); Entity *receiver_get(); void receiver_set(Entity *value); void receiver_set_bind(Node *value); Ref source_get(); void source_set(Ref value); Ref spell_source_get(); void spell_source_set(const Ref &value); Ref aura_source_get(); void aura_source_set(const Ref &value); int source_get_id() const; void source_set_id(const int value); int source_get_type() const; void source_set_type(const int value); void reset(); void resolve_references(Node *owner); Dictionary to_dict(); void from_dict(const Dictionary &dict); SpellHealInfo(); ~SpellHealInfo(); private: bool _immune; int _heal; int _original_heal; int _amount_absorbed; bool _crit; int _heal_type; int _heal_source_type; Ref _heal_source; int _heal_source_id; Entity *_dealer; Entity *_receiver; NodePath _dealer_path; NodePath _receiver_path; }; #endif