broken_seals_2d/game/addons/mat_maker_gd/plugin.gd

67 lines
1.6 KiB
GDScript

tool
extends EditorPlugin
var MMNode = preload("res://addons/mat_maker_gd/nodes/mm_node.gd")
var MMMaterial = preload("res://addons/mat_maker_gd/nodes/mm_material.gd")
var MMNodeUniversalProperty = preload("res://addons/mat_maker_gd/nodes/mm_node_universal_property.gd")
var editor_packed_scene = preload("res://addons/mat_maker_gd/editor/MatMakerGDEditor.tscn")
var editor_scene = null
var tool_button : ToolButton = null
func _enter_tree():
add_custom_type("MMNode", "Resource", MMNode, null)
add_custom_type("MMMaterial", "Resource", MMMaterial, null)
add_custom_type("MMNodeUniversalProperty", "Resource", MMNodeUniversalProperty, null)
editor_scene = editor_packed_scene.instance()
tool_button = add_control_to_bottom_panel(editor_scene, "MMGD")
tool_button.hide()
func _exit_tree():
remove_custom_type("MMNode")
remove_custom_type("MMMaterial")
remove_custom_type("MMNodeUniversalProperty")
remove_control_from_bottom_panel(editor_scene)
if editor_scene:
editor_scene.queue_free()
editor_scene = null
tool_button = null
func handles(object):
return object is MMMateial
func edit(object):
#if editor_scene:
# make_bottom_panel_item_visible(editor_scene)
if object is MMMateial:
editor_scene.set_mmmaterial(object as MMMateial)
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 "MatMakerGD"
func has_main_screen():
return false