broken_seals/game/addons/world_generator/plugin.gd

70 lines
2.0 KiB
GDScript3
Raw Normal View History

2021-12-21 21:25:35 +01:00
tool
extends EditorPlugin
var SWorldGenBaseResource = preload("res://addons/world_generator/resources/world_gen_base_resource.gd")
var SWorldGenWorld = preload("res://addons/world_generator/resources/world_gen_world.gd")
var SContinent = preload("res://addons/world_generator/resources/continent.gd")
var SZone = preload("res://addons/world_generator/resources/zone.gd")
var SSubZone = preload("res://addons/world_generator/resources/subzone.gd")
2021-12-21 21:50:22 +01:00
var editor_packed_scene = preload("res://addons/world_generator/ui/MainScreen.tscn")
var editor_scene = null
var tool_button : ToolButton = null
2021-12-21 21:25:35 +01:00
func _enter_tree():
add_custom_type("WorldGenBaseResource", "Resource", SWorldGenBaseResource, null)
#Don't change the base to "WorldGenBaseResource" else it will complain about a non-existant class
#Also it works perfectly like this
add_custom_type("WorldGenWorld", "Resource", SWorldGenWorld, null)
add_custom_type("Continent", "Resource", SContinent, null)
add_custom_type("Zone", "Resource", SZone, null)
add_custom_type("SubZone", "Resource", SSubZone, null)
2021-12-21 21:25:35 +01:00
2021-12-21 21:50:22 +01:00
editor_scene = editor_packed_scene.instance()
tool_button = add_control_to_bottom_panel(editor_scene, "World Editor")
2021-12-21 21:50:22 +01:00
tool_button.hide()
2021-12-21 21:25:35 +01:00
func _exit_tree():
remove_custom_type("WorldGenBaseResource")
2021-12-21 21:50:22 +01:00
remove_custom_type("WorldGenWorld")
remove_custom_type("Continent")
remove_custom_type("Zone")
remove_custom_type("SubZone")
remove_control_from_bottom_panel(editor_scene)
func handles(object):
return object is WorldGenWorld
func edit(object):
#if editor_scene:
# make_bottom_panel_item_visible(editor_scene)
if object is WorldGenWorld:
2021-12-21 21:57:15 +01:00
editor_scene.set_wgworld(object as WorldGenWorld)
2021-12-21 21:50:22 +01:00
func make_visible(visible):
if tool_button:
if visible:
tool_button.show()
else:
#if tool_button.pressed:
# tool_button.pressed = false
if !tool_button.pressed:
tool_button.hide()
func get_plugin_icon():
return null
func get_plugin_name():
return "WorldGeneratorEditor"
func has_main_screen():
return false