tool extends MMGenBase class_name MMGenSwitch """ Texture generator switch """ func get_type(): return "switch" func get_type_name(): return "Switch" func get_parameter_defs(): return [ { name="outputs", label="Outputs", type="float", min=1, max=5, step=1, default=2 }, { name="choices", label="Choices", type="float", min=2, max=5, step=1, default=2 }, { name="source", label="Source", type="float", min=0, max=1, step=1, default=0 } ] func get_input_defs(): var rv : Array = [] for c in range(parameters.choices): for o in range(parameters.outputs): rv.push_back({ name=PoolByteArray([64+o]).get_string_from_ascii()+str(c), type="rgba" }) return rv func get_output_defs(): var rv : Array = [] for o in range(parameters.outputs): rv.push_back({ name=PoolByteArray([64+o]).get_string_from_ascii(), type="rgba" }) return rv func source_changed(input_index : int): notify_output_change(input_index % int(parameters.outputs)) func _get_shader_code(uv : String, output_index : int, context : MMGenContext): var source = get_source(output_index+parameters.source*parameters.outputs) if source != null: var rv = source.generator._get_shader_code(uv, source.output_index, context) while rv is GDScriptFunctionState: rv = yield(rv, "completed") return rv return { defs="", code="", textures={} } func _serialize(data): return data