mirror of
https://github.com/Relintai/pandemonium_engine.git
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98 lines
3.8 KiB
C++
98 lines
3.8 KiB
C++
#ifndef CLASS_PROFILE_H
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#define CLASS_PROFILE_H
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/*************************************************************************/
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/* class_profile.h */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "core/object/reference.h"
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#include "core/string/ustring.h"
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#include "core/variant/dictionary.h"
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#include "actionbar/action_bar_profile.h"
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#include "input/input_profile.h"
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class ClassProfile : public Reference {
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GDCLASS(ClassProfile, Reference);
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public:
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StringName get_class_path() const;
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void set_class_path(const StringName &value);
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String get_character_class_name() const;
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void set_character_class_name(const String &value);
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int get_level() const;
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void set_level(const int value);
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int get_xp() const;
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void set_xp(const int value);
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bool get_actionbar_locked() const;
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void set_actionbar_locked(const bool value);
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Ref<InputProfile> get_input_profile();
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Ref<ActionBarProfile> get_default_action_bar_profile();
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void emit_change();
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bool has_custom_data(const String &p_name) const;
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void set_custom_data(const String &p_name, const Variant &p_value);
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void remove_custom_data(const String &p_name);
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Variant get_custom_data(const String &p_name) const;
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Dictionary to_dict() const;
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void from_dict(const Dictionary &dict);
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ClassProfile();
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ClassProfile(const StringName &class_path);
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ClassProfile(const String &class_name, const StringName &class_path, const int level, const int xp, const bool locked);
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~ClassProfile();
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void load_defaults();
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protected:
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static void _bind_methods();
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private:
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String _character_class_name;
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StringName _class_path;
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int _level;
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int _xp;
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bool _actionbar_locked;
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Ref<InputProfile> _input_profile;
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Ref<ActionBarProfile> _action_bar_profile;
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Dictionary _custom_data;
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};
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#endif
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