#include <GameBindings.h>
◆ GameBindings()
GameBindings::GameBindings |
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| ) |
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default |
◆ ~GameBindings()
GameBindings::~GameBindings |
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override |
◆ _registerEnums()
void GameBindings::_registerEnums |
( |
sol::state_view & |
solState, |
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sol::table & |
table |
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) |
| const |
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private |
◆ _registerItemBindings()
void GameBindings::_registerItemBindings |
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sol::state_view & |
solState, |
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sol::table & |
table |
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) |
| const |
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private |
◆ _registerMiscBindings()
void GameBindings::_registerMiscBindings |
( |
sol::state_view & |
solState, |
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sol::table & |
table |
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) |
| const |
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private |
◆ _registerPartyBindings()
void GameBindings::_registerPartyBindings |
( |
sol::state_view & |
solState, |
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sol::table & |
table |
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) |
| const |
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private |
◆ createBindingTable()
sol::table GameBindings::createBindingTable |
( |
sol::state_view & |
solState | ) |
const |
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overridevirtual |
TODO(Gerark) exposing the info/stats of a character this way might suggest we should expose the Character class directly to lua. The idea is to wait till we'll talk about serious modding/scripting and not taking a direction upfront TODO(Gerark) This check is also a hack to avoid initializing the static characterInfoTable. multiple times, Needs to be moved to another place where the ScriptingSystem is providing binding helpers
Implements IBindings.
◆ _characterInfoQueryTable
The documentation for this class was generated from the following files: