#ifndef GODOT_CPP_VISUALSCRIPTYIELDSIGNAL_HPP #define GODOT_CPP_VISUALSCRIPTYIELDSIGNAL_HPP #include #include #include #include #include "VisualScriptYieldSignal.hpp" #include "VisualScriptNode.hpp" namespace godot { class VisualScriptYieldSignal : public VisualScriptNode { public: static void *___get_type_tag(); static void *___get_base_type_tag(); static inline const char *___get_class_name() { return (const char *) "VisualScriptYieldSignal"; } 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 VisualScriptYieldSignal *_new(); // methods void set_base_type(const String base_type); String get_base_type() const; void set_signal(const String signal); String get_signal() const; void set_call_mode(const int64_t mode); VisualScriptYieldSignal::CallMode get_call_mode() const; void set_base_path(const NodePath base_path); NodePath get_base_path() const; }; } #endif