#ifndef GODOT_CPP_VISUALSCRIPTDECONSTRUCT_HPP #define GODOT_CPP_VISUALSCRIPTDECONSTRUCT_HPP #include #include #include #include #include "Variant.hpp" #include "VisualScriptNode.hpp" namespace godot { class VisualScriptDeconstruct : public VisualScriptNode { struct ___method_bindings { godot_method_bind *mb__get_elem_cache; godot_method_bind *mb__set_elem_cache; godot_method_bind *mb_get_deconstruct_type; godot_method_bind *mb_set_deconstruct_type; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "VisualScriptDeconstruct"; } 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 // constants static VisualScriptDeconstruct *_new(); // methods Array _get_elem_cache() const; void _set_elem_cache(const Array _cache); Variant::Type get_deconstruct_type() const; void set_deconstruct_type(const int64_t type); }; } #endif