pandemonium_engine/modules/entity_spell_system/skeleton/skeleton_model_entry.cpp

89 lines
4.1 KiB
C++

/*************************************************************************/
/* skeleton_model_entry.cpp */
/*************************************************************************/
/* 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 "skeleton_model_entry.h"
int SkeletonModelEntry::get_count() const {
return _count;
}
void SkeletonModelEntry::set_count(const int value) {
_count = value;
}
int SkeletonModelEntry::get_priority() const {
return _priority;
}
void SkeletonModelEntry::set_priority(const int value) {
_priority = value;
}
Color SkeletonModelEntry::get_color() const {
return _color;
}
void SkeletonModelEntry::set_color(const Color value) {
_color = value;
}
Ref<ModelVisualEntry> SkeletonModelEntry::get_entry() {
return _entry;
}
void SkeletonModelEntry::set_entry(Ref<ModelVisualEntry> entry) {
_entry = entry;
}
SkeletonModelEntry::SkeletonModelEntry() {
_count = 1;
_priority = 0;
_color = Color(1, 1, 1, 1);
}
SkeletonModelEntry::~SkeletonModelEntry() {
_entry.unref();
}
void SkeletonModelEntry::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_count"), &SkeletonModelEntry::get_count);
ClassDB::bind_method(D_METHOD("set_count", "value"), &SkeletonModelEntry::set_count);
ADD_PROPERTY(PropertyInfo(Variant::INT, "count"), "set_count", "get_count");
ClassDB::bind_method(D_METHOD("get_priority"), &SkeletonModelEntry::get_priority);
ClassDB::bind_method(D_METHOD("set_priority", "value"), &SkeletonModelEntry::set_priority);
ADD_PROPERTY(PropertyInfo(Variant::INT, "priority"), "set_priority", "get_priority");
ClassDB::bind_method(D_METHOD("get_color"), &SkeletonModelEntry::get_color);
ClassDB::bind_method(D_METHOD("set_color", "value"), &SkeletonModelEntry::set_color);
ADD_PROPERTY(PropertyInfo(Variant::INT, "color"), "set_color", "get_color");
ClassDB::bind_method(D_METHOD("get_entry"), &SkeletonModelEntry::get_entry);
ClassDB::bind_method(D_METHOD("set_entry", "path"), &SkeletonModelEntry::set_entry);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "entry", PROPERTY_HINT_RESOURCE_TYPE, "ModelVisualEntry"), "set_entry", "get_entry");
}