#ifndef GODOT_CPP_VISUALSCRIPTPROPERTYGET_HPP #define GODOT_CPP_VISUALSCRIPTPROPERTYGET_HPP #include #include #include #include #include "Variant.hpp" #include "VisualScriptPropertyGet.hpp" #include "VisualScriptNode.hpp" namespace godot { class VisualScriptPropertyGet : public VisualScriptNode { public: static void *___get_type_tag(); static void *___get_base_type_tag(); static inline const char *___get_class_name() { return (const char *) "VisualScriptPropertyGet"; } static inline Object *___get_from_variant(Variant a) { godot_object *o = (godot_object*) a; return (Object *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, o); } // enums enum CallMode { CALL_MODE_INSTANCE = 2, CALL_MODE_SELF = 0, CALL_MODE_NODE_PATH = 1, }; // constants static VisualScriptPropertyGet *_new(); // methods void set_base_type(const String base_type); String get_base_type() const; void set_base_script(const String base_script); String get_base_script() const; void set_basic_type(const int64_t basic_type); Variant::Type get_basic_type() const; void _set_type_cache(const int64_t type_cache); Variant::Type _get_type_cache() const; void set_property(const String property); String get_property() const; void set_call_mode(const int64_t mode); VisualScriptPropertyGet::CallMode get_call_mode() const; void set_base_path(const NodePath base_path); NodePath get_base_path() const; void set_index(const String index); String get_index() const; }; } #endif