#include "discord_connected.h" void DiscordConnected::_bind_methods() { BIND_SET_GET(DiscordConnected, root_connector, Variant::NODE_PATH, godot::PROPERTY_HINT_NODE_PATH_VALID_TYPES, "DiscordConnector"); } DiscordConnected::DiscordConnected() { } DiscordConnected::~DiscordConnected() { } NodePath DiscordConnected::get_root_connector() { return root_connector; } void DiscordConnected::set_root_connector(NodePath value) { root_connector = value; } void DiscordConnected::_enter_tree() { if (cast_to(get_parent())) { if (root_connector.is_empty()) { root_connector = cast_to(get_parent())->get_path(); if (!root_connector.is_empty()) { connector = get_node(root_connector); } } else { if (get_node_or_null(root_connector)){ connector = get_node(root_connector); } } } }