mirror of
https://github.com/Relintai/pandemonium_engine.git
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70 lines
3.3 KiB
C++
70 lines
3.3 KiB
C++
/*************************************************************************/
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/* prop_data_entity.cpp */
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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 "prop_data_entity.h"
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#include "modules/modules_enabled.gen.h"
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#ifdef MODULE_PROPS_ENABLED
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Ref<EntityData> PropDataEntity::get_entity_data() const {
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return _entity_data;
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}
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void PropDataEntity::set_entity_data(const Ref<EntityData> &value) {
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_entity_data = value;
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}
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int PropDataEntity::get_level() const {
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return _level;
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}
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void PropDataEntity::set_level(const int value) {
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_level = value;
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}
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PropDataEntity::PropDataEntity() {
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_level = 1;
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}
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PropDataEntity::~PropDataEntity() {
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_entity_data.unref();
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}
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void PropDataEntity::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_entity_data"), &PropDataEntity::get_entity_data);
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ClassDB::bind_method(D_METHOD("set_entity_data", "value"), &PropDataEntity::set_entity_data);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "entity_data", PROPERTY_HINT_RESOURCE_TYPE, "EntityData"), "set_entity_data", "get_entity_data");
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ClassDB::bind_method(D_METHOD("get_level"), &PropDataEntity::get_level);
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ClassDB::bind_method(D_METHOD("set_level", "value"), &PropDataEntity::set_level);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "level"), "set_level", "get_level");
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}
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#endif
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