#ifndef GODOT_CPP_PROXIMITYGROUP_HPP #define GODOT_CPP_PROXIMITYGROUP_HPP #include #include #include #include #include "ProximityGroup.hpp" #include "Spatial.hpp" namespace godot { class ProximityGroup : public Spatial { struct ___method_bindings { godot_method_bind *mb__proximity_group_broadcast; godot_method_bind *mb_broadcast; godot_method_bind *mb_get_dispatch_mode; godot_method_bind *mb_get_grid_radius; godot_method_bind *mb_get_group_name; godot_method_bind *mb_set_dispatch_mode; godot_method_bind *mb_set_grid_radius; godot_method_bind *mb_set_group_name; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "ProximityGroup"; } static inline Object *___get_from_variant(Variant a) { godot_object *o = (godot_object*) a; return (o) ? (Object *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, o) : nullptr; } // enums enum DispatchMode { MODE_PROXY = 0, MODE_SIGNAL = 1, }; // constants static ProximityGroup *_new(); // methods void _proximity_group_broadcast(const String name, const Variant params); void broadcast(const String name, const Variant parameters); ProximityGroup::DispatchMode get_dispatch_mode() const; Vector3 get_grid_radius() const; String get_group_name() const; void set_dispatch_mode(const int64_t mode); void set_grid_radius(const Vector3 radius); void set_group_name(const String name); }; } #endif