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https://github.com/Relintai/pandemonium_engine.git
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80 lines
3.0 KiB
C++
80 lines
3.0 KiB
C++
#ifndef ENTITY_SKILL_H
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#define ENTITY_SKILL_H
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/*************************************************************************/
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/* entity_skill.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 "entity_skill_data.h"
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class EntitySkill : public Resource {
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GDCLASS(EntitySkill, Resource);
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public:
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Ref<EntitySkillData> get_skill();
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void set_skill(Ref<EntitySkillData> value);
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int get_skill_id();
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void set_skill_id(int value);
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int get_current();
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void set_current(int value);
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int get_max();
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void set_max(int value);
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bool get_disabled();
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void set_disabled(bool value);
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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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EntitySkill();
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~EntitySkill();
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protected:
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static void _bind_methods();
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private:
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Ref<EntitySkillData> _skill;
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int _skill_id;
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StringName _skill_path;
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int _current;
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int _max;
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bool _disabled;
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};
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#endif
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