tunnel-strategy/src/register_types.cpp

75 lines
2.4 KiB
C++

#include "register_types.h"
#include "character_data.hpp"
#include "enemy.hpp"
#include "health.hpp"
#include "pellet_projectile.hpp"
#include "player_character.hpp"
#include "player_states.hpp"
#include "projectile_pool.hpp"
#include "state.hpp"
#include "state_machine.hpp"
#include "tunnels_game_mode.hpp"
#include "tunnels_game_state.hpp"
#include "tunnels_player.hpp"
#include "weapon_data.hpp"
#include "weapon_muzzle.hpp"
#include "utils/game_mode.hpp"
#include "utils/game_root.hpp"
#include "utils/game_state.hpp"
#include "utils/level.hpp"
#include "utils/player_input.hpp"
#include "utils/spawn_point.hpp"
#include <gdextension_interface.h>
#include <godot_cpp/core/class_db.hpp>
#include <godot_cpp/core/defs.hpp>
#include <godot_cpp/godot.hpp>
using namespace godot;
void initialize_gdextension_types(ModuleInitializationLevel p_level)
{
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
return;
}
ClassDB::register_abstract_class<GameRoot>();
ClassDB::register_class<GameMode>();
ClassDB::register_class<GameRoot3D>();
ClassDB::register_class<GameState>();
ClassDB::register_class<Level3D>();
ClassDB::register_class<PlayerInput>();
ClassDB::register_class<SpawnPoint3D>();
ClassDB::register_class<TunnelsGameMode>();
ClassDB::register_class<TunnelsGameState>();
ClassDB::register_class<TunnelsPlayer>();
ClassDB::register_class<Enemy>();
ClassDB::register_class<Health>();
ClassDB::register_class<PlayerCharacter>();
ClassDB::register_class<ProjectilePool>();
ClassDB::register_class<WeaponMuzzle>();
ClassDB::register_class<WeaponData>();
ClassDB::register_class<CharacterData>();
ClassDB::register_class<Projectile>();
ClassDB::register_class<PelletProjectile>();
ClassDB::register_class<StateMachine>();
ClassDB::register_class<PlayerState>();
ClassDB::register_class<FollowingPlayer>();
}
extern "C"
{
// Initialization
GDExtensionBool GDE_EXPORT tunnels_library_init(GDExtensionInterfaceGetProcAddress p_get_proc_address, GDExtensionClassLibraryPtr p_library, GDExtensionInitialization *r_initialization)
{
GDExtensionBinding::InitObject init_obj(p_get_proc_address, p_library, r_initialization);
init_obj.register_initializer(initialize_gdextension_types);
init_obj.set_minimum_library_initialization_level(MODULE_INITIALIZATION_LEVEL_SCENE);
return init_obj.init();
}
}