/**************************************************************************/ /* scene_replication_config.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #ifndef SCENE_REPLICATION_CONFIG_H #define SCENE_REPLICATION_CONFIG_H #include "core/io/resource.h" #include "core/variant/typed_array.h" class SceneReplicationConfig : public Resource { GDCLASS(SceneReplicationConfig, Resource); OBJ_SAVE_TYPE(SceneReplicationConfig); RES_BASE_EXTENSION("repl"); private: struct ReplicationProperty { NodePath name; bool spawn = true; bool sync = true; bool operator==(const ReplicationProperty &p_to) { return name == p_to.name; } ReplicationProperty() {} ReplicationProperty(const NodePath &p_name) { name = p_name; } }; List<ReplicationProperty> properties; List<NodePath> spawn_props; List<NodePath> sync_props; protected: static void _bind_methods(); bool _set(const StringName &p_name, const Variant &p_value); bool _get(const StringName &p_name, Variant &r_ret) const; void _get_property_list(List<PropertyInfo> *p_list) const; public: TypedArray<NodePath> get_properties() const; void add_property(const NodePath &p_path, int p_index = -1); void remove_property(const NodePath &p_path); bool has_property(const NodePath &p_path) const; int property_get_index(const NodePath &p_path) const; bool property_get_spawn(const NodePath &p_path); void property_set_spawn(const NodePath &p_path, bool p_enabled); bool property_get_sync(const NodePath &p_path); void property_set_sync(const NodePath &p_path, bool p_enabled); const List<NodePath> &get_spawn_properties() { return spawn_props; } const List<NodePath> &get_sync_properties() { return sync_props; } SceneReplicationConfig() {} }; #endif // SCENE_REPLICATION_CONFIG_H