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66 lines
2.0 KiB
C++
66 lines
2.0 KiB
C++
#include "world_area.h"
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AABB WorldArea::get_aabb() const {
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return _aabb;
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}
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void WorldArea::set_aabb(const AABB value) {
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_aabb = value;
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}
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Ref<Texture> WorldArea::get_map_texture() const {
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return _map_texture;
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}
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void WorldArea::set_map_texture(const Ref<Texture> value) {
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_map_texture = value;
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}
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Ref<Texture> WorldArea::get_fov_texture() const {
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return _fov_texture;
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}
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void WorldArea::set_fov_texture(const Ref<Texture> value) {
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_fov_texture = value;
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}
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String WorldArea::get_name() const {
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return _name;
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}
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void WorldArea::set_name(const String value) {
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_name = value;
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}
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int WorldArea::get_level() const {
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return _level;
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}
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void WorldArea::set_level(const int level) {
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_level = level;
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}
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WorldArea::WorldArea() {
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_level = 0;
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}
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WorldArea::~WorldArea() {
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}
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void WorldArea::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_aabb"), &WorldArea::get_aabb);
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ClassDB::bind_method(D_METHOD("set_aabb"), &WorldArea::set_aabb);
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ADD_PROPERTY(PropertyInfo(Variant::AABB, "aabb"), "set_aabb", "get_aabb");
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ClassDB::bind_method(D_METHOD("get_map_texture"), &WorldArea::get_map_texture);
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ClassDB::bind_method(D_METHOD("set_map_texture"), &WorldArea::set_map_texture);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "map_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_map_texture", "get_map_texture");
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ClassDB::bind_method(D_METHOD("get_fov_texture"), &WorldArea::get_fov_texture);
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ClassDB::bind_method(D_METHOD("set_fov_texture"), &WorldArea::set_fov_texture);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "fov_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_fov_texture", "get_fov_texture");
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ClassDB::bind_method(D_METHOD("get_name"), &WorldArea::get_name);
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ClassDB::bind_method(D_METHOD("set_name"), &WorldArea::set_name);
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ADD_PROPERTY(PropertyInfo(Variant::STRING, "name"), "set_name", "get_name");
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ClassDB::bind_method(D_METHOD("get_level"), &WorldArea::get_level);
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ClassDB::bind_method(D_METHOD("set_level"), &WorldArea::set_level);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "level"), "set_level", "get_level");
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}
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