mirror of
https://github.com/Relintai/pandemonium_engine.git
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143 lines
4.4 KiB
C++
143 lines
4.4 KiB
C++
#ifndef AURA_DATA_H
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#define AURA_DATA_H
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/*************************************************************************/
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/* aura_data.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/resource.h"
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#include "core/variant/array.h"
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#include "core/variant/dictionary.h"
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#include "../../spell_enums.h"
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class Spell;
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class Entity;
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class AuraData : public Resource {
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GDCLASS(AuraData, Resource);
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public:
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int get_aura_id();
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void set_aura_id(int value);
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bool get_is_timed();
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void set_is_timed(bool value);
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float get_remaining_time();
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void set_remaining_time(float value);
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bool update(float delta);
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Entity *get_owner();
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void set_owner(Entity *value);
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void set_owner_bind(Node *value);
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Entity *caster_get();
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void caster_set(Entity *value);
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void caster_set_bind(Node *value);
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NodePath caster_get_path();
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void caster_set_path(NodePath value);
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float spell_scale_get();
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void spell_scale_set(float value);
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Ref<Spell> get_aura();
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void set_aura(Ref<Spell> aura);
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void refresh(float remaining);
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int damage_get();
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void damage_set(int value);
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int damage_get_count();
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void damage_set_count(int damageTaken);
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float get_tick();
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void set_tick(float value);
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float get_time_since_last_tick();
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void set_time_since_last_tick(float value);
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int get_unhandled_ticks();
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void set_unhandled_ticks(int value);
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int damage_get_taken();
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void damage_set_taken(int value);
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int heal_get();
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void heal_set(int value);
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int get_remaining_absorb();
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void set_remaining_absorb(int remaining_timeAbsorb);
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float get_slow();
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void set_slow(float value);
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void resolve_references(Node *owner);
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Dictionary to_dict();
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void from_dict(const Dictionary &dict);
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Dictionary _to_dict();
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void _from_dict(const Dictionary &dict);
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Array to_send_array();
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void from_send_array(const Array &arr);
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Array _to_send_array();
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void _from_send_array(const Array &arr);
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AuraData();
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protected:
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static void _bind_methods();
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private:
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Entity *_owner;
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int _aura_id;
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StringName _aura_path;
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float _remaining_time;
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Entity *_caster;
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NodePath _caster_path;
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float _spell_scale;
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int _aura_group;
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Ref<Spell> _aura;
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bool _is_timed;
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int _damage;
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int _heal;
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float _slow;
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int _remaining_absorb;
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float _tick;
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float _time_since_last_tick;
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int _damage_already_taken;
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int _unhandled_ticks;
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};
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#endif
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