78 lines
2.1 KiB
C#
78 lines
2.1 KiB
C#
using System.Collections.Generic;
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using System.ComponentModel;
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using Godot;
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using Godot.Bridge;
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using Godot.NativeInterop;
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[GlobalClass]
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[ScriptPath("res://Scripts/Resources/BattleData.cs")]
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public class BattleData : Resource
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{
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public new class MethodName : Resource.MethodName
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{
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}
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public new class PropertyName : Resource.PropertyName
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{
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public static readonly StringName enemies = "enemies";
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}
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public new class SignalName : Resource.SignalName
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{
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}
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[Export(PropertyHint.None, "")]
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public Battlers[] enemies;
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[EditorBrowsable(EditorBrowsableState.Never)]
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protected override bool SetGodotClassPropertyValue(in godot_string_name name, in godot_variant value)
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{
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if (name == PropertyName.enemies)
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{
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enemies = VariantUtils.ConvertToSystemArrayOfGodotObject<Battlers>(in value);
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return true;
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}
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return base.SetGodotClassPropertyValue(in name, in value);
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}
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[EditorBrowsable(EditorBrowsableState.Never)]
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protected override bool GetGodotClassPropertyValue(in godot_string_name name, out godot_variant value)
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{
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if (name == PropertyName.enemies)
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{
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GodotObject[] array = enemies;
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value = VariantUtils.CreateFromSystemArrayOfGodotObject(array);
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return true;
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}
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return base.GetGodotClassPropertyValue(in name, out value);
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}
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[EditorBrowsable(EditorBrowsableState.Never)]
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internal static List<PropertyInfo> GetGodotPropertyList()
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{
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return new List<PropertyInfo>
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{
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new PropertyInfo(Variant.Type.Array, PropertyName.enemies, PropertyHint.TypeString, "24/17:Battlers", PropertyUsageFlags.Default | PropertyUsageFlags.ScriptVariable, exported: true)
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};
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}
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[EditorBrowsable(EditorBrowsableState.Never)]
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protected override void SaveGodotObjectData(GodotSerializationInfo info)
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{
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base.SaveGodotObjectData(info);
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StringName name = PropertyName.enemies;
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GodotObject[] array = enemies;
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info.AddProperty(name, Variant.CreateFrom(array));
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}
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[EditorBrowsable(EditorBrowsableState.Never)]
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protected override void RestoreGodotObjectData(GodotSerializationInfo info)
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{
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base.RestoreGodotObjectData(info);
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if (info.TryGetProperty(PropertyName.enemies, out var value))
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{
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enemies = value.AsGodotObjectArray<Battlers>();
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}
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}
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}
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