#ifndef AURA_INFOS_H #define AURA_INFOS_H /*************************************************************************/ /* aura_infos.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 "../entities/entity.h" class Entity; class Spell; class AuraApplyInfo : public Reference { GDCLASS(AuraApplyInfo, Reference); public: Entity *caster_get() const; void caster_set(Entity *caster); void caster_set_bind(Node *caster); Entity *target_get() const; void target_set(Entity *caster); void target_set_bind(Node *caster); float spell_scale_get() const; void spell_scale_set(float value); Ref get_aura() const; void set_aura(Ref aura); AuraApplyInfo(); AuraApplyInfo(Entity *_caster, Entity *_target, float _spell_scale, Spell *_aura); AuraApplyInfo(Entity *_caster, Entity *_target, float _spell_scale); protected: static void _bind_methods(); private: Entity *_caster; Entity *_target; float _spell_scale; Spell *_aura; }; #endif