pandemonium_engine/modules/entity_spell_system/props/prop_data_entity.h

67 lines
2.8 KiB
C++

#ifndef PROP_DATA_ENTITY_H
#define PROP_DATA_ENTITY_H
/*************************************************************************/
/* prop_data_entity.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 "modules/modules_enabled.gen.h"
#ifdef MODULE_PROPS_ENABLED
#include "../../props/props/prop_data_entry.h"
#include "../entities/data/entity_data.h"
class PropDataEntity : public PropDataEntry {
GDCLASS(PropDataEntity, PropDataEntry);
public:
Ref<EntityData> get_entity_data() const;
void set_entity_data(const Ref<EntityData> &value);
int get_level() const;
void set_level(const int value);
PropDataEntity();
~PropDataEntity();
protected:
static void _bind_methods();
private:
int _level;
Ref<EntityData> _entity_data;
};
#endif
#endif