entity-spell-system-addons/addons/prop_tool/tools/PropTool.gd

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GDScript3
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tool
extends Spatial
class_name PropTool
export(bool) var refresh : bool setget refresh_set
export(PropData) var target_prop : PropData setget target_prop_set
export(bool) var snap_to_mesh : bool = false
export(Vector3) var snap_axis : Vector3 = Vector3(0, -1, 0)
var plugin : EditorPlugin
func save() -> void:
if target_prop == null:
return
print("save " + target_prop.resource_path)
while target_prop.get_prop_count() > 0:
target_prop.remove_prop(0)
for child in get_children():
save_node(child, transform)
target_prop.snap_to_mesh = snap_to_mesh
target_prop.snap_axis = snap_axis
ResourceSaver.save(target_prop.resource_path, target_prop)
func save_node(node : Node, parent_transform: Transform) -> void:
if node is Spatial and node.has_method("get_data"):
var prop : PropDataEntry = node.get_data()
if prop:
prop.transform = parent_transform * (node as Spatial).transform
target_prop.add_prop(prop)
if node.has_method("evaluate_children") and not node.evaluate_children():
return
for child in node.get_children():
save_node(child, parent_transform * node.transform)
else:
if node.has_method("set_target_prop"):
if node.target_prop:
var prop : PropDataProp = PropDataProp.new()
prop.prop = node.target_prop
prop.transform = parent_transform * (node as Spatial).transform
target_prop.add_prop(prop)
else:
for child in node.get_children():
save_node(child, parent_transform)
func rebuild_hierarchy() -> void:
for ch in get_children():
ch.queue_free()
if target_prop == null:
return
snap_to_mesh = target_prop.snap_to_mesh
snap_axis = target_prop.snap_axis
for i in range(target_prop.get_prop_count()):
print(i)
var prop : PropDataEntry = target_prop.get_prop(i)
if prop is PropDataLight:
var l : PropToolLight = PropToolLight.new()
add_child(l)
l.owner = self
l.transform = prop.transform
l.set_data(prop as PropDataLight)
elif prop is PropDataMesh:
var m : PropToolMesh = PropToolMesh.new()
add_child(m)
m.owner = self
m.transform = prop.transform
m.set_data(prop as PropDataMesh)
elif prop is PropDataScene:
var s : PropToolScene = PropToolScene.new()
add_child(s)
s.owner = self
s.transform = prop.transform
s.set_data(prop as PropDataScene)
elif prop is PropDataProp:
var s : Node = plugin.create_or_get_scene(prop.prop)
add_child(s)
s.owner = self
s.transform = prop.transform
# s.set_target_prop(prop.prop)
elif prop is PropDataEntity:
var s : PropToolEntity = PropToolEntity.new()
add_child(s)
s.owner = self
s.transform = prop.transform
s.set_data(prop as PropDataEntity)
func refresh_set(value):
if value:
rebuild_hierarchy()
func set_target_prop(prop: PropData) -> void:
# if prop == null:
# return
target_prop = prop
rebuild_hierarchy()
func get_plugin():
return plugin
func target_prop_set(prop: PropData) -> void:
target_prop = prop
if prop == null:
return
var last_prop_tool : PropTool = self
var root : Node = self
while root.get_parent() != null:
root = root.get_parent()
if root and root.has_method("target_prop_set"):
last_prop_tool = root as PropTool
if last_prop_tool == self:
return
last_prop_tool.load_scene_for(self, prop)
func load_scene_for(t: PropTool, prop: PropData):
if not plugin:
return
t.queue_free()
var s : Node = plugin.create_or_get_scene(prop)
add_child(s)
s.owner = self