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51 lines
1.3 KiB
C++
51 lines
1.3 KiB
C++
#ifndef GODOT_CPP_ANIMATIONNODESTATEMACHINEPLAYBACK_HPP
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#define GODOT_CPP_ANIMATIONNODESTATEMACHINEPLAYBACK_HPP
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#include <gdnative_api_struct.gen.h>
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#include <stdint.h>
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#include <core/CoreTypes.hpp>
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#include <core/Ref.hpp>
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#include "Resource.hpp"
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namespace godot {
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class AnimationNodeStateMachinePlayback : public Resource {
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struct ___method_bindings {
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godot_method_bind *mb_get_current_node;
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godot_method_bind *mb_get_travel_path;
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godot_method_bind *mb_is_playing;
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godot_method_bind *mb_start;
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godot_method_bind *mb_stop;
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godot_method_bind *mb_travel;
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};
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static ___method_bindings ___mb;
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public:
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static void ___init_method_bindings();
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static inline const char *___get_class_name() { return (const char *) "AnimationNodeStateMachinePlayback"; }
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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; }
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// enums
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// constants
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static AnimationNodeStateMachinePlayback *_new();
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// methods
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String get_current_node() const;
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PoolStringArray get_travel_path() const;
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bool is_playing() const;
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void start(const String node);
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void stop();
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void travel(const String to_node);
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};
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}
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#endif |