feat: added weapon data
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988bd53159
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71
src/weapon_data.cpp
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71
src/weapon_data.cpp
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#include "weapon_data.hpp"
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#include "utils/godot_macros.h"
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namespace godot {
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void WeaponData::_bind_methods() {
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#define CLASSNAME WeaponData
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GDPROPERTY_HINTED(projectile_scene, Variant::OBJECT, PROPERTY_HINT_RESOURCE_TYPE, "PackedScene");
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GDPROPERTY(damage, Variant::INT);
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GDPROPERTY(range, Variant::FLOAT);
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GDPROPERTY(projectile_count, Variant::INT);
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GDPROPERTY(rounds_per_second, Variant::FLOAT);
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GDPROPERTY(allow_automatic, Variant::BOOL);
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GDPROPERTY_HINTED(projectile_speed, Variant::OBJECT, PROPERTY_HINT_RESOURCE_TYPE, "Curve");
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}
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void WeaponData::set_projectile_scene(Ref<PackedScene> scene) {
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this->projectile_scene = scene;
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}
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Ref<PackedScene> WeaponData::get_projectile_scene() const {
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return this->projectile_scene;
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}
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void WeaponData::set_damage(int damage) {
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this->damage = damage;
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}
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int WeaponData::get_damage() const {
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return this->damage;
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}
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void WeaponData::set_range(float range) {
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this->range = range;
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}
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float WeaponData::get_range() const {
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return this->range;
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}
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void WeaponData::set_projectile_count(int projectile_count) {
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this->projectile_count = projectile_count;
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}
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int WeaponData::get_projectile_count() const {
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return this->projectile_count;
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}
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void WeaponData::set_rounds_per_second(float rps) {
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this->rounds_per_second = rps;
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}
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float WeaponData::get_rounds_per_second() const {
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return this->rounds_per_second;
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}
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void WeaponData::set_allow_automatic(bool allow) {
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this->allow_automatic = allow;
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}
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bool WeaponData::get_allow_automatic() const {
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return this->allow_automatic;
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}
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void WeaponData::set_projectile_speed(Ref<Curve> curve) {
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this->projectile_speed = curve;
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}
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Ref<Curve> WeaponData::get_projectile_speed() const {
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return this->projectile_speed;
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}
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}
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38
src/weapon_data.hpp
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38
src/weapon_data.hpp
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#ifndef WEAPON_DATA_HPP
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#define WEAPON_DATA_HPP
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#include <godot_cpp/classes/resource.hpp>
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#include <godot_cpp/classes/packed_scene.hpp>
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#include <godot_cpp/classes/curve.hpp>
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namespace godot {
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class WeaponData : public Resource {
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GDCLASS(WeaponData, Resource);
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static void _bind_methods();
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public:
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void set_projectile_scene(Ref<PackedScene> scene);
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Ref<PackedScene> get_projectile_scene() const;
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void set_damage(int damage);
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int get_damage() const;
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void set_range(float range);
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float get_range() const;
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void set_projectile_count(int projectile_count);
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int get_projectile_count() const;
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void set_rounds_per_second(float rps);
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float get_rounds_per_second() const;
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void set_allow_automatic(bool allow);
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bool get_allow_automatic() const;
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void set_projectile_speed(Ref<Curve> curve);
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Ref<Curve> get_projectile_speed() const;
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private:
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Ref<PackedScene> projectile_scene{};
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int damage{1};
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float range{5.f};
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int projectile_count{1};
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float rounds_per_second{1.f};
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bool allow_automatic{false};
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Ref<Curve> projectile_speed{};
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};
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}
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#endif // !WEAPON_DATA_HPP
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