pandemonium_engine/modules/entity_spell_system/entities/skills/entity_skill.h

80 lines
3.0 KiB
C++

#ifndef ENTITY_SKILL_H
#define ENTITY_SKILL_H
/*************************************************************************/
/* entity_skill.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 "core/object/resource.h"
#include "entity_skill_data.h"
class EntitySkill : public Resource {
GDCLASS(EntitySkill, Resource);
public:
Ref<EntitySkillData> get_skill();
void set_skill(Ref<EntitySkillData> value);
int get_skill_id();
void set_skill_id(int value);
int get_current();
void set_current(int value);
int get_max();
void set_max(int value);
bool get_disabled();
void set_disabled(bool value);
Dictionary to_dict();
void from_dict(const Dictionary &dict);
Dictionary _to_dict();
void _from_dict(const Dictionary &dict);
EntitySkill();
~EntitySkill();
protected:
static void _bind_methods();
private:
Ref<EntitySkillData> _skill;
int _skill_id;
StringName _skill_path;
int _current;
int _max;
bool _disabled;
};
#endif