dungeonanddeamon/GodoBinding/include/gen/VisualScriptDeconstruct.hpp
2020-03-25 11:29:52 +01:00

48 lines
1.2 KiB
C++

#ifndef GODOT_CPP_VISUALSCRIPTDECONSTRUCT_HPP
#define GODOT_CPP_VISUALSCRIPTDECONSTRUCT_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#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