broken_seals_2d/game/addons/world_generator/plugin.gd

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GDScript3
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tool
extends EditorPlugin
var SWorldGeneratorSettings = preload("res://addons/world_generator/resources/world_generator_settings.gd")
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")
var editor_packed_scene = preload("res://addons/world_generator/ui/MainScreen.tscn")
var editor_scene = null
var tool_button : ToolButton = null
func _enter_tree():
add_custom_type("WorldGeneratorSettings", "Resource", SWorldGeneratorSettings, null)
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)
editor_scene = editor_packed_scene.instance()
editor_scene.set_plugin(self)
tool_button = add_control_to_bottom_panel(editor_scene, "World Editor")
tool_button.hide()
func _exit_tree():
remove_custom_type("WorldGeneratorSettings")
remove_custom_type("WorldGenBaseResource")
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:
var wgw : WorldGenWorld = object as WorldGenWorld
editor_scene.set_wgworld(wgw)
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