add the godot namespace to the calls so it is more clear where the method resides
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ee34563424
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@ -7,7 +7,7 @@
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void alai::CameraLimit::_register_methods()
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{
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register_method("_ready", &CameraLimit::_ready);
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godot::register_method("_ready", &CameraLimit::_ready);
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}
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alai::CameraLimit::CameraLimit()
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@ -6,9 +6,9 @@
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void alai::CoinCollected::_register_methods()
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{
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register_method("_state_enter", &CoinCollected::_state_enter);
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register_method("_state_exit", &CoinCollected::_state_exit);
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register_method("_on_animation_finished", &CoinCollected::_on_animation_finished);
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godot::register_method("_state_enter", &CoinCollected::_state_enter);
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godot::register_method("_state_exit", &CoinCollected::_state_exit);
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godot::register_method("_on_animation_finished", &CoinCollected::_on_animation_finished);
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}
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alai::CoinCollected::CoinCollected()
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@ -37,7 +37,6 @@ void alai::CoinCollected::_state_enter()
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void alai::CoinCollected::_state_exit()
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{
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}
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void alai::CoinCollected::_on_animation_finished(godot::String anim_name)
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@ -6,8 +6,8 @@
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void alai::CoinCounter::_register_methods()
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{
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register_method("_on_coin_collected", &CoinCounter::_on_coin_collected);
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register_method("_ready", &CoinCounter::_ready);
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godot::register_method("_on_coin_collected", &CoinCounter::_on_coin_collected);
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godot::register_method("_ready", &CoinCounter::_ready);
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}
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alai::CoinCounter::CoinCounter()
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@ -4,9 +4,9 @@
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void alai::CoinNotCollected::_register_methods()
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{
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register_method("_state_enter", &CoinNotCollected::_state_enter);
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register_method("_state_exit", &CoinNotCollected::_state_exit);
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register_method("_on_body_entered", &CoinNotCollected::_on_body_entered);
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godot::register_method("_state_enter", &CoinNotCollected::_state_enter);
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godot::register_method("_state_exit", &CoinNotCollected::_state_exit);
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godot::register_method("_on_body_entered", &CoinNotCollected::_on_body_entered);
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}
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alai::CoinNotCollected::CoinNotCollected()
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@ -4,9 +4,9 @@
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void alai::GoalNotReached::_register_methods()
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{
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register_method("_state_enter", &GoalNotReached::_state_enter);
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register_method("_state_exit", &GoalNotReached::_state_exit);
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register_method("_on_Goal_body_entered", &GoalNotReached::_on_Goal_body_entered);
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godot::register_method("_state_enter", &GoalNotReached::_state_enter);
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godot::register_method("_state_exit", &GoalNotReached::_state_exit);
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godot::register_method("_on_Goal_body_entered", &GoalNotReached::_on_Goal_body_entered);
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}
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alai::GoalNotReached::GoalNotReached()
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@ -4,8 +4,8 @@
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void alai::GoalReached::_register_methods()
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{
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register_method("_state_enter", &GoalReached::_state_enter);
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register_method("_state_exit", &GoalReached::_state_exit);
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godot::register_method("_state_enter", &GoalReached::_state_enter);
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godot::register_method("_state_exit", &GoalReached::_state_exit);
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}
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alai::GoalReached::GoalReached()
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@ -9,10 +9,10 @@
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void alai::GameOverScreen::_register_methods()
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{
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register_method("_on_restart_button_pressed", &GameOverScreen::_on_restart_button_pressed);
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register_method("_ready", &GameOverScreen::_ready);
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register_method("connect_signal", &GameOverScreen::connect_signal);
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register_method("_on_player_died", &GameOverScreen::_on_player_died);
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godot::register_method("_on_restart_button_pressed", &GameOverScreen::_on_restart_button_pressed);
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godot::register_method("_ready", &GameOverScreen::_ready);
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godot::register_method("connect_signal", &GameOverScreen::connect_signal);
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godot::register_method("_on_player_died", &GameOverScreen::_on_player_died);
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}
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alai::GameOverScreen::GameOverScreen()
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@ -4,9 +4,9 @@
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void alai::player::PlayerFall::_register_methods()
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{
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register_method("_state_enter", &PlayerFall::_state_enter);
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register_method("_state_exit", &PlayerFall::_state_exit);
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register_method("_physics_process", &PlayerFall::_physics_process);
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godot::register_method("_state_enter", &PlayerFall::_state_enter);
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godot::register_method("_state_exit", &PlayerFall::_state_exit);
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godot::register_method("_physics_process", &PlayerFall::_physics_process);
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}
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alai::player::PlayerFall::PlayerFall()
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@ -4,9 +4,9 @@
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void alai::player::PlayerIdle::_register_methods()
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{
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register_method("_state_enter", &PlayerIdle::_state_enter);
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register_method("_state_exit", &PlayerIdle::_state_exit);
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register_method("_physics_process", &PlayerIdle::_physics_process);
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godot::register_method("_state_enter", &PlayerIdle::_state_enter);
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godot::register_method("_state_exit", &PlayerIdle::_state_exit);
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godot::register_method("_physics_process", &PlayerIdle::_physics_process);
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}
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alai::player::PlayerIdle::PlayerIdle()
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@ -6,9 +6,9 @@
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void alai::player::PlayerJump::_register_methods()
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{
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register_method("_state_enter", &PlayerJump::_state_enter);
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register_method("_state_exit", &PlayerJump::_state_exit);
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register_method("_physics_process", &PlayerJump::_physics_process);
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godot::register_method("_state_enter", &PlayerJump::_state_enter);
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godot::register_method("_state_exit", &PlayerJump::_state_exit);
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godot::register_method("_physics_process", &PlayerJump::_physics_process);
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}
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alai::player::PlayerJump::PlayerJump()
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@ -4,9 +4,9 @@
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void alai::player::PlayerMove::_register_methods()
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{
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register_method("_state_enter", &PlayerMove::_state_enter);
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register_method("_state_exit", &PlayerMove::_state_exit);
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register_method("_physics_process", &PlayerMove::_physics_process);
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godot::register_method("_state_enter", &PlayerMove::_state_enter);
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godot::register_method("_state_exit", &PlayerMove::_state_exit);
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godot::register_method("_physics_process", &PlayerMove::_physics_process);
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}
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alai::player::PlayerMove::PlayerMove()
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@ -2,11 +2,11 @@
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void alai::State::_register_methods()
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{
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register_method("set_parent", &State::set_parent);
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register_method("get_parent", &State::get_parent);
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register_method("set_state_machine", &State::set_state_machine);
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register_method("_state_enter", &State::_state_enter);
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register_method("_state_exit", &State::_state_exit);
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godot::register_method("set_parent", &State::set_parent);
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godot::register_method("get_parent", &State::get_parent);
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godot::register_method("set_state_machine", &State::set_state_machine);
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godot::register_method("_state_enter", &State::_state_enter);
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godot::register_method("_state_exit", &State::_state_exit);
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}
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alai::State::State()
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