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https://github.com/Relintai/procedural_animations.git
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Added a skeleton editor plugin for the ProceduralAnimationPlayer.
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@ -14,6 +14,7 @@ sources = [
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"procedural_animation.cpp",
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"procedural_animation.cpp",
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"procedural_animation_player.cpp",
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"procedural_animation_player.cpp",
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"procedural_animation_editor_plugin.cpp",
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"procedural_animation_editor_plugin.cpp",
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"procedural_animation_player_editor_plugin.cpp",
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]
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]
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if ARGUMENTS.get('custom_modules_shared', 'no') == 'yes':
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if ARGUMENTS.get('custom_modules_shared', 'no') == 'yes':
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@ -124,7 +124,7 @@ public:
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void on_animation_keyframe_spinbox_value_changed(const String &value);
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void on_animation_keyframe_spinbox_value_changed(const String &value);
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void changed();
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void changed();
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ProceduralAnimationEditorGraphNode();
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ProceduralAnimationEditorGraphNode();
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~ProceduralAnimationEditorGraphNode();
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~ProceduralAnimationEditorGraphNode();
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@ -147,9 +147,9 @@ class ProceduralAnimationEditorPlugin : public EditorPlugin {
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GDCLASS(ProceduralAnimationEditorPlugin, EditorPlugin);
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GDCLASS(ProceduralAnimationEditorPlugin, EditorPlugin);
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public:
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public:
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virtual String get_name() const { return "ProceduralAnimation"; }
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virtual String get_name() const { return "ProceduralAnimationEditor"; }
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bool has_main_screen() const { return false; }
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bool has_main_screen() const { return false; }
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virtual void edit(Object *p_object);
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virtual void edit(Object *p_object);
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virtual bool handles(Object *p_object) const;
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virtual bool handles(Object *p_object) const;
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virtual void make_visible(bool p_visible);
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virtual void make_visible(bool p_visible);
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90
procedural_animation_player_editor_plugin.cpp
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90
procedural_animation_player_editor_plugin.cpp
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@ -0,0 +1,90 @@
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/*
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Copyright (c) 2020 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include "procedural_animation_player_editor_plugin.h"
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#include "editor/editor_scale.h"
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void ProceduralAnimationPlayerEditor::edit(ProceduralAnimationPlayer *player) {
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_animation_player = player;
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_selected_category = -1;
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_selected_animation = -1;
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}
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void ProceduralAnimationPlayerEditor::_bind_methods() {
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}
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ProceduralAnimationPlayerEditor::ProceduralAnimationPlayerEditor() {
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_animation_player = NULL;
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_selected_category = -1;
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_selected_animation = -1;
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}
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ProceduralAnimationPlayerEditor::ProceduralAnimationPlayerEditor(EditorNode *p_editor) {
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set_h_size_flags(SIZE_EXPAND_FILL);
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_animation_player = NULL;
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_selected_category = -1;
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_selected_animation = -1;
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}
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ProceduralAnimationPlayerEditor::~ProceduralAnimationPlayerEditor() {
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}
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void ProceduralAnimationPlayerEditorPlugin::edit(Object *p_object) {
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if (Object::cast_to<ProceduralAnimationPlayer>(p_object)) {
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animation_editor->edit(Object::cast_to<ProceduralAnimationPlayer>(p_object));
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animation_editor_button->show();
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} else
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animation_editor_button->hide();
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}
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bool ProceduralAnimationPlayerEditorPlugin::handles(Object *p_object) const {
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bool handles = p_object->is_class("ProceduralAnimationPlayer");
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if (handles) {
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animation_editor_button->show();
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} else {
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animation_editor_button->hide();
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}
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return handles;
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}
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void ProceduralAnimationPlayerEditorPlugin::make_visible(bool p_visible) {
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}
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ProceduralAnimationPlayerEditorPlugin::ProceduralAnimationPlayerEditorPlugin(EditorNode *p_node) {
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editor = p_node;
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animation_editor = memnew(ProceduralAnimationPlayerEditor(editor));
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animation_editor_button = add_control_to_bottom_panel(animation_editor, "Procedural Animations");
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animation_editor->hide();
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}
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ProceduralAnimationPlayerEditorPlugin::~ProceduralAnimationPlayerEditorPlugin() {
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}
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72
procedural_animation_player_editor_plugin.h
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72
procedural_animation_player_editor_plugin.h
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@ -0,0 +1,72 @@
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/*
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Copyright (c) 2020 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#ifndef PROCEDURAL_ANIMATION_PLAYER_EDITOR_PLUGIN_H
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#define PROCEDURAL_ANIMATION_PLAYER_EDITOR_PLUGIN_H
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#include "scene/gui/box_container.h"
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#include "editor/editor_plugin.h"
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#include "procedural_animation_player.h"
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#include "core/core_string_names.h"
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class ProceduralAnimationPlayerEditor : public VBoxContainer {
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GDCLASS(ProceduralAnimationPlayerEditor, VBoxContainer);
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public:
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void edit(ProceduralAnimationPlayer *player);
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ProceduralAnimationPlayerEditor();
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ProceduralAnimationPlayerEditor(EditorNode *p_editor);
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~ProceduralAnimationPlayerEditor();
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protected:
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static void _bind_methods();
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private:
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int _selected_category;
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int _selected_animation;
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ProceduralAnimationPlayer *_animation_player;
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};
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class ProceduralAnimationPlayerEditorPlugin : public EditorPlugin {
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GDCLASS(ProceduralAnimationPlayerEditorPlugin, EditorPlugin);
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public:
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virtual String get_name() const { return "ProceduralAnimationPlayerEditor"; }
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bool has_main_screen() const { return false; }
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virtual void edit(Object *p_object);
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virtual bool handles(Object *p_object) const;
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virtual void make_visible(bool p_visible);
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ProceduralAnimationPlayerEditorPlugin(EditorNode *p_node);
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~ProceduralAnimationPlayerEditorPlugin();
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protected:
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private:
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ProceduralAnimationPlayerEditor *animation_editor;
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ToolButton *animation_editor_button;
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EditorNode *editor;
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};
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#endif
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@ -26,6 +26,7 @@ SOFTWARE.
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#include "procedural_animation_player.h"
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#include "procedural_animation_player.h"
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#include "procedural_animation_editor_plugin.h"
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#include "procedural_animation_editor_plugin.h"
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#include "procedural_animation_player_editor_plugin.h"
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void register_procedural_animations_types() {
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void register_procedural_animations_types() {
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ClassDB::register_class<ProceduralAnimation>();
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ClassDB::register_class<ProceduralAnimation>();
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@ -33,6 +34,7 @@ void register_procedural_animations_types() {
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#ifdef TOOLS_ENABLED
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#ifdef TOOLS_ENABLED
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EditorPlugins::add_by_type<ProceduralAnimationEditorPlugin>();
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EditorPlugins::add_by_type<ProceduralAnimationEditorPlugin>();
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EditorPlugins::add_by_type<ProceduralAnimationPlayerEditorPlugin>();
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#endif
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#endif
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}
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}
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