mirror of
https://github.com/Relintai/entity-spell-system-addons.git
synced 2024-11-14 22:57:18 +01:00
153 lines
3.4 KiB
GDScript
153 lines
3.4 KiB
GDScript
tool
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extends Spatial
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class_name PropTool
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export(bool) var refresh : bool setget refresh_set
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export(PropData) var target_prop : PropData setget target_prop_set
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export(bool) var snap_to_mesh : bool = false
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export(Vector3) var snap_axis : Vector3 = Vector3(0, -1, 0)
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var plugin : EditorPlugin
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func save() -> void:
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if target_prop == null:
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return
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print("save " + target_prop.resource_path)
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while target_prop.get_prop_count() > 0:
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target_prop.remove_prop(0)
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for child in get_children():
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save_node(child, transform)
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target_prop.snap_to_mesh = snap_to_mesh
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target_prop.snap_axis = snap_axis
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ResourceSaver.save(target_prop.resource_path, target_prop)
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func save_node(node : Node, parent_transform: Transform) -> void:
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if node is Spatial and node.has_method("get_data"):
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var prop : PropDataEntry = node.get_data()
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if prop:
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prop.transform = parent_transform * (node as Spatial).transform
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target_prop.add_prop(prop)
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if node.has_method("evaluate_children") and not node.evaluate_children():
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return
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for child in node.get_children():
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save_node(child, parent_transform * node.transform)
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else:
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if node.has_method("set_target_prop"):
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if node.target_prop:
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var prop : PropDataProp = PropDataProp.new()
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prop.prop = node.target_prop
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prop.transform = parent_transform * (node as Spatial).transform
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target_prop.add_prop(prop)
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else:
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for child in node.get_children():
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save_node(child, parent_transform)
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func rebuild_hierarchy() -> void:
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for ch in get_children():
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ch.queue_free()
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if target_prop == null:
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return
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snap_to_mesh = target_prop.snap_to_mesh
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snap_axis = target_prop.snap_axis
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for i in range(target_prop.get_prop_count()):
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print(i)
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var prop : PropDataEntry = target_prop.get_prop(i)
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if prop is PropDataLight:
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var l : PropToolLight = PropToolLight.new()
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add_child(l)
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l.owner = self
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l.transform = prop.transform
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l.set_data(prop as PropDataLight)
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elif prop is PropDataMesh:
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var m : PropToolMesh = PropToolMesh.new()
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add_child(m)
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m.owner = self
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m.transform = prop.transform
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m.set_data(prop as PropDataMesh)
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elif prop is PropDataScene:
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var s : PropToolScene = PropToolScene.new()
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add_child(s)
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s.owner = self
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s.transform = prop.transform
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s.set_data(prop as PropDataScene)
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elif prop is PropDataProp:
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var s : Node = plugin.create_or_get_scene(prop.prop)
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add_child(s)
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s.owner = self
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s.transform = prop.transform
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# s.set_target_prop(prop.prop)
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elif prop is PropDataEntity:
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var s : PropToolEntity = PropToolEntity.new()
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add_child(s)
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s.owner = self
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s.transform = prop.transform
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s.set_data(prop as PropDataEntity)
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func refresh_set(value):
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if value:
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rebuild_hierarchy()
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func set_target_prop(prop: PropData) -> void:
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# if prop == null:
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# return
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target_prop = prop
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rebuild_hierarchy()
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func get_plugin():
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return plugin
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func target_prop_set(prop: PropData) -> void:
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target_prop = prop
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if prop == null:
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return
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var last_prop_tool : PropTool = self
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var root : Node = self
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while root.get_parent() != null:
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root = root.get_parent()
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if root and root.has_method("target_prop_set"):
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last_prop_tool = root as PropTool
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if last_prop_tool == self:
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return
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last_prop_tool.load_scene_for(self, prop)
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func load_scene_for(t: PropTool, prop: PropData):
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if not plugin:
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return
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t.queue_free()
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var s : Node = plugin.create_or_get_scene(prop)
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add_child(s)
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s.owner = self
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