mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-12-21 13:16:49 +01:00
Added the resource properties to the inspector wherever they were needed.
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@ -8,6 +8,27 @@ export(PropData) var prop_tree2 : PropData
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var voxel_scale : float = 1
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var current_seed : int = 0
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func get_dungeon_teleporter() -> PackedScene:
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return dungeon_teleporter
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func set_dungeon_teleporter(ed : PackedScene) -> void:
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dungeon_teleporter = ed
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emit_changed()
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func get_prop_tree() -> PropData:
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return prop_tree
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func set_prop_tree(ed : PropData) -> void:
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prop_tree = ed
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emit_changed()
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func get_prop_tree2() -> PropData:
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return prop_tree2
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func set_prop_tree2(ed : PropData) -> void:
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prop_tree2 = ed
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emit_changed()
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func get_editor_rect_border_color() -> Color:
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return Color(0.8, 0.8, 0.8, 1)
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@ -149,3 +170,9 @@ func spawn_dungeon(chunk: TerraChunk, dungeon_seed : int, spawn_mobs : bool) ->
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dt.spawn_mobs = spawn_mobs
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dt.transform = Transform(Basis().scaled(Vector3(chunk.voxel_scale, chunk.voxel_scale, chunk.voxel_scale)), Vector3(x, vwh, z))
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func setup_property_inspector(inspector) -> void:
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.setup_property_inspector(inspector)
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inspector.add_slot_resource("get_dungeon_teleporter", "set_dungeon_teleporter", "Dungeon Teleporter", "PackedScene")
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inspector.add_slot_resource("get_prop_tree", "set_prop_tree", "Prop Tree", "PropData")
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inspector.add_slot_resource("get_prop_tree2", "set_prop_tree2", "Prop Tree2", "PropData")
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@ -27,6 +27,19 @@ func _generate_terra_chunk(chunk: TerraChunk, pseed : int, spawn_mobs: bool, sta
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pos = Vector3(main_chunk_pos_x * chunk.get_size_x() * chunk.voxel_scale + 2, 50 * chunk.voxel_scale, main_chunk_pos_z * chunk.get_size_z() * chunk.voxel_scale + 2)
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ESS.entity_spawner.spawn_mob(vendor.id, 1, pos)
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func get_trainer() -> EntityData:
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return trainer
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func set_trainer(ed : EntityData) -> void:
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trainer = ed
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emit_changed()
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func get_vendor() -> EntityData:
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return vendor
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func set_vendor(ed : EntityData) -> void:
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vendor = ed
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emit_changed()
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func get_editor_rect_border_color() -> Color:
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return Color(0.8, 0.8, 0.8, 1)
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@ -45,3 +58,9 @@ func get_editor_class() -> String:
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func get_editor_additional_text() -> String:
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return "Spawner"
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func setup_property_inspector(inspector) -> void:
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.setup_property_inspector(inspector)
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inspector.add_slot_resource("get_trainer", "set_trainer", "Trainer", "EntityData")
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inspector.add_slot_resource("get_vendor", "set_vendor", "Vendor", "EntityData")
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