#ifndef REMOTE_TRANSFORM_2D_H #define REMOTE_TRANSFORM_2D_H /* remote_transform_2d.h */ #include "scene/main/node_2d.h" class RemoteTransform2D : public Node2D { GDCLASS(RemoteTransform2D, Node2D); NodePath remote_node; ObjectID cache; bool use_global_coordinates; bool update_remote_position; bool update_remote_rotation; bool update_remote_scale; void _update_remote(); void _update_cache(); //void _node_exited_scene(); protected: static void _bind_methods(); void _notification(int p_what); public: void set_remote_node(const NodePath &p_remote_node); NodePath get_remote_node() const; void set_use_global_coordinates(const bool p_enable); bool get_use_global_coordinates() const; void set_update_position(const bool p_update); bool get_update_position() const; void set_update_rotation(const bool p_update); bool get_update_rotation() const; void set_update_scale(const bool p_update); bool get_update_scale() const; void force_update_cache(); virtual String get_configuration_warning() const; RemoteTransform2D(); }; #endif // REMOTE_TRANSFORM_2D_H