mirror of
https://github.com/Relintai/broken_seals_2ds.git
synced 2024-11-22 03:07:17 +01:00
79 lines
2.3 KiB
GDScript
79 lines
2.3 KiB
GDScript
tool
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extends EditorPlugin
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var SWorldGeneratorSettings = preload("res://addons/world_generator/resources/world_generator_settings.gd")
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var SWorldGenBaseResource = preload("res://addons/world_generator/resources/world_gen_base_resource.gd")
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var SWorldGenWorld = preload("res://addons/world_generator/resources/world_gen_world.gd")
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var SContinent = preload("res://addons/world_generator/resources/continent.gd")
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var SZone = preload("res://addons/world_generator/resources/zone.gd")
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var SSubZone = preload("res://addons/world_generator/resources/subzone.gd")
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var editor_packed_scene = preload("res://addons/world_generator/ui/MainScreen.tscn")
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var editor_scene = null
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var tool_button : ToolButton = null
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func _enter_tree():
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add_custom_type("WorldGeneratorSettings", "Resource", SWorldGeneratorSettings, null)
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add_custom_type("WorldGenBaseResource", "Resource", SWorldGenBaseResource, null)
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#Don't change the base to "WorldGenBaseResource" else it will complain about a non-existant class
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#Also it works perfectly like this
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add_custom_type("WorldGenWorld", "Resource", SWorldGenWorld, null)
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add_custom_type("Continent", "Resource", SContinent, null)
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add_custom_type("Zone", "Resource", SZone, null)
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add_custom_type("SubZone", "Resource", SSubZone, null)
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editor_scene = editor_packed_scene.instance()
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editor_scene.set_plugin(self)
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tool_button = add_control_to_bottom_panel(editor_scene, "World Editor")
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tool_button.hide()
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func _exit_tree():
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remove_custom_type("WorldGeneratorSettings")
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remove_custom_type("WorldGenBaseResource")
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remove_custom_type("WorldGenWorld")
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remove_custom_type("Continent")
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remove_custom_type("Zone")
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remove_custom_type("SubZone")
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remove_control_from_bottom_panel(editor_scene)
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func handles(object):
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return object is WorldGenWorld
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func edit(object):
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#if editor_scene:
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# make_bottom_panel_item_visible(editor_scene)
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if object is WorldGenWorld:
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var wgw : WorldGenWorld = object as WorldGenWorld
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wgw.setup()
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editor_scene.set_wgworld(wgw)
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func make_visible(visible):
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if tool_button:
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if visible:
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tool_button.show()
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else:
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#if tool_button.pressed:
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# tool_button.pressed = false
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if !tool_button.pressed:
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tool_button.hide()
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func get_plugin_icon():
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return null
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func get_plugin_name():
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return "WorldGeneratorEditor"
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func has_main_screen():
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return false
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