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Added a new settings resource class to the data manager addon, and made the plugin load and save it to a central folder.
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BIN
game/addons/data_manager/_data/settings.res
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BIN
game/addons/data_manager/_data/settings.res
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@ -1,12 +1,18 @@
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tool
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extends EditorPlugin
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const DataManagerAddonSettings = preload("res://addons/data_manager/resources/data_manager_addon_settings.gd")
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const _main_panel : PackedScene = preload("res://addons/data_manager/panels/MainPanel.tscn")
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const _script_icon : Texture = preload("res://addons/data_manager/icons/icon_multi_line.png")
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var settings : DataManagerAddonSettings = null
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var _main_panel_instance : Control
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func _enter_tree():
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load_settings()
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_main_panel_instance = _main_panel.instance() as Control
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_main_panel_instance.connect("inspect_data", self, "inspect_data")
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@ -34,3 +40,21 @@ func get_plugin_name():
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func inspect_data(var data : Resource) -> void:
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get_editor_interface().inspect_object(data)
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func ensure_data_dir_exists() -> void:
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var dir : Directory = Directory.new()
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if !dir.dir_exists("res://addons/data_manager/_data/"):
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dir.make_dir("res://addons/data_manager/_data/")
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func load_settings() -> void:
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ensure_data_dir_exists()
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var dir : Directory = Directory.new()
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if !dir.file_exists("res://addons/data_manager/_data/settings.res"):
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settings = DataManagerAddonSettings.new()
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ResourceSaver.save("res://addons/data_manager/_data/settings.res", settings)
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else:
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settings = ResourceLoader.load("res://addons/data_manager/_data/settings.res")
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@ -0,0 +1,4 @@
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tool
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extends Resource
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@ -8,6 +8,7 @@
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config_version=4
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Node="input/actionbar_5_11"
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_global_script_classes=[ {
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"base": "Reference",
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"class": "BrushPrefabs",
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@ -311,7 +312,6 @@ _global_script_class_icons={
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"WorldGeneratorSettings": "",
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"Zone": ""
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}
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Node="input/actionbar_5_11"
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[application]
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