bgen/demo/addons/func_godot/src/func_godot_plugin.gd

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5.4 KiB
GDScript3
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@tool
@icon("res://addons/func_godot/icons/icon_godot_ranger.svg")
class_name FuncGodotPlugin extends EditorPlugin
var map_import_plugin : QuakeMapImportPlugin = null
var palette_import_plugin : QuakePaletteImportPlugin = null
var wad_import_plugin: QuakeWadImportPlugin = null
#var func_godot_map_progress_bar: Control = null
var edited_object_ref: WeakRef = weakref(null)
func _get_plugin_name() -> String:
return "FuncGodot"
func _handles(object: Object) -> bool:
return object is FuncGodotMap
func _edit(object: Object) -> void:
edited_object_ref = weakref(object)
#func _make_visible(visible: bool) -> void:
#if func_godot_map_progress_bar:
#func_godot_map_progress_bar.set_visible(visible)
func _enter_tree() -> void:
# Import plugins
map_import_plugin = QuakeMapImportPlugin.new()
palette_import_plugin = QuakePaletteImportPlugin.new()
wad_import_plugin = QuakeWadImportPlugin.new()
add_import_plugin(map_import_plugin)
add_import_plugin(palette_import_plugin)
add_import_plugin(wad_import_plugin)
#func_godot_map_progress_bar = create_func_godot_map_progress_bar()
#func_godot_map_progress_bar.set_visible(false)
#add_control_to_container(EditorPlugin.CONTAINER_INSPECTOR_BOTTOM, func_godot_map_progress_bar)
add_custom_type("FuncGodotMap", "Node3D", preload("res://addons/func_godot/src/map/func_godot_map.gd"), null)
# Default Map Settings
if not ProjectSettings.has_setting("func_godot/default_map_settings"):
ProjectSettings.set_setting("func_godot/default_map_settings", "res://addons/func_godot/func_godot_default_map_settings.tres")
var property_info = {
"name": "func_godot/default_map_settings",
"type": TYPE_STRING,
"hint": PROPERTY_HINT_FILE,
"hint_string": "*.tres"
}
ProjectSettings.add_property_info(property_info)
ProjectSettings.set_as_basic("func_godot/default_map_settings", true)
ProjectSettings.set_initial_value("func_godot/default_map_settings", "res://addons/func_godot/func_godot_default_map_settings.tres")
# Default Inverse Scale Factor
if not ProjectSettings.has_setting("func_godot/default_inverse_scale_factor"):
ProjectSettings.set_setting("func_godot/default_inverse_scale_factor", 32.0)
var property_info = {
"name": "func_godot/default_inverse_scale_factor",
"type": TYPE_FLOAT
}
ProjectSettings.add_property_info(property_info)
ProjectSettings.set_as_basic("func_godot/default_inverse_scale_factor", true)
ProjectSettings.set_initial_value("func_godot/default_inverse_scale_factor", 32.0)
# Model Point Class Default Path
if not ProjectSettings.has_setting("func_godot/model_point_class_save_path"):
ProjectSettings.set_setting("func_godot/model_point_class_save_path", "")
var property_info = {
"name": "func_godot/model_point_class_save_path",
"type": TYPE_STRING
}
ProjectSettings.add_property_info(property_info)
ProjectSettings.set_as_basic("func_godot/model_point_class_save_path", true)
ProjectSettings.set_initial_value("func_godot/model_point_class_save_path", "")
func _exit_tree() -> void:
remove_custom_type("FuncGodotMap")
remove_import_plugin(map_import_plugin)
remove_import_plugin(palette_import_plugin)
if wad_import_plugin:
remove_import_plugin(wad_import_plugin)
map_import_plugin = null
palette_import_plugin = null
wad_import_plugin = null
#if func_godot_map_progress_bar:
#remove_control_from_container(EditorPlugin.CONTAINER_INSPECTOR_BOTTOM, func_godot_map_progress_bar)
#func_godot_map_progress_bar.queue_free()
#func_godot_map_progress_bar = null
# Create a progress bar for building a [FuncGodotMap]
#func create_func_godot_map_progress_bar() -> Control:
#var progress_label = Label.new()
#progress_label.name = "ProgressLabel"
#progress_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
#progress_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
#
#var progress_bar := ProgressBar.new()
#progress_bar.name = "ProgressBar"
#progress_bar.show_percentage = false
#progress_bar.min_value = 0.0
#progress_bar.max_value = 1.0
#progress_bar.custom_minimum_size.y = 30
#progress_bar.set_anchors_and_offsets_preset(Control.PRESET_LEFT_WIDE)
#progress_bar.add_child(progress_label)
#progress_label.set_anchors_and_offsets_preset(Control.PRESET_LEFT_WIDE)
#progress_label.offset_top = -9
#progress_label.offset_left = 3
#
#return progress_bar
# Update the build progress bar (see: [method create_func_godot_map_progress_bar]) to display the current step and progress (0-1)
#func func_godot_map_build_progress(step: String, progress: float) -> void:
#var progress_label = func_godot_map_progress_bar.get_node("ProgressLabel")
#func_godot_map_progress_bar.value = progress
#progress_label.text = step.capitalize()
## Callback for when the build process for a [FuncGodotMap] is finished.
func func_godot_map_build_complete(func_godot_map: FuncGodotMap) -> void:
#var progress_label = func_godot_map_progress_bar.get_node("ProgressLabel")
#progress_label.text = "Build Complete"
#if func_godot_map.is_connected("build_progress",Callable(self,"func_godot_map_build_progress")):
#func_godot_map.disconnect("build_progress",Callable(self,"func_godot_map_build_progress"))
if func_godot_map.is_connected("build_complete",Callable(self,"func_godot_map_build_complete")):
func_godot_map.disconnect("build_complete",Callable(self,"func_godot_map_build_complete"))
if func_godot_map.is_connected("build_failed",Callable(self,"func_godot_map_build_complete")):
func_godot_map.disconnect("build_failed",Callable(self,"func_godot_map_build_complete"))