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https://github.com/Relintai/pandemonium_engine.git
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71 lines
1.4 KiB
C++
71 lines
1.4 KiB
C++
#ifndef PROP_INSTANCE_JOB
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#define PROP_INSTANCE_JOB
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#include "scene/resources/texture.h"
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#include "core/os/thread_pool_job.h"
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class PropData;
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class PropInstance;
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class PropInstanceJob : public ThreadPoolJob {
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GDCLASS(PropInstanceJob, ThreadPoolJob);
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public:
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static const String BINDING_STRING_ACTIVE_BUILD_PHASE_TYPE;
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enum ActiveBuildPhaseType {
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BUILD_PHASE_TYPE_NORMAL = 0,
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BUILD_PHASE_TYPE_PROCESS,
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BUILD_PHASE_TYPE_PHYSICS_PROCESS,
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};
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public:
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ActiveBuildPhaseType get_build_phase_type();
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void set_build_phase_type(PropInstanceJob::ActiveBuildPhaseType build_phase_type);
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void set_prop(const Ref<PropData> &prop);
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void set_prop_instance(PropInstance *instance);
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void set_prop_instance_bind(Node *instance);
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int get_phase();
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void set_phase(const int phase);
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void next_phase();
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bool get_build_done();
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void set_build_done(const bool val);
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void finished();
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void reset();
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virtual void _reset();
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void _execute();
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void execute_phase();
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virtual void _execute_phase();
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void process(const float delta);
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void physics_process(const float delta);
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void prop_instance_enter_tree();
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void prop_instance_exit_tree();
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PropInstanceJob();
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~PropInstanceJob();
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protected:
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static void _bind_methods();
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ActiveBuildPhaseType _build_phase_type;
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bool _build_done;
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int _phase;
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bool _in_tree;
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Ref<PropData> _prop;
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PropInstance *_instance;
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};
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VARIANT_ENUM_CAST(PropInstanceJob::ActiveBuildPhaseType);
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#endif
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