added the game

This commit is contained in:
JHDev2006
2025-09-13 16:30:32 +01:00
parent 5ef689109b
commit 3773bdaf64
3616 changed files with 263702 additions and 0 deletions

View File

@@ -0,0 +1,72 @@
@tool
extends EditorPlugin
const AUTOLOAD_NAME = "BetterTerrain"
var dock : Control
var button : Button
func _enter_tree() -> void:
# Wait for autoloads to register
await get_tree().process_frame
if !get_tree().root.get_node_or_null(^"BetterTerrain"):
# Autoload wasn't present on plugin init, which means plugin won't have loaded correctly
add_autoload_singleton(AUTOLOAD_NAME, "res://addons/better-terrain/BetterTerrain.gd")
ProjectSettings.save()
var confirm = ConfirmationDialog.new()
confirm.dialog_text = "The editor needs to be restarted for Better Terrain to load correctly. Restart now? Note: Unsaved changes will be lost."
confirm.confirmed.connect(func():
OS.set_restart_on_exit(true, ["-e"])
get_tree().quit()
)
get_editor_interface().popup_dialog_centered(confirm)
dock = load("res://addons/better-terrain/editor/Dock.tscn").instantiate()
dock.update_overlay.connect(self.update_overlays)
get_editor_interface().get_editor_main_screen().mouse_exited.connect(dock.canvas_mouse_exit)
dock.undo_manager = get_undo_redo()
button = add_control_to_bottom_panel(dock, "Terrain")
button.toggled.connect(dock.about_to_be_visible)
dock.force_show_terrains.connect(button.toggled.emit.bind(true))
button.visible = false
func _exit_tree() -> void:
remove_control_from_bottom_panel(dock)
dock.queue_free()
func _handles(object) -> bool:
return object is TileMapLayer or object is TileSet
func _make_visible(visible) -> void:
button.visible = visible
func _edit(object) -> void:
var new_tileset : TileSet = null
if object is TileMapLayer:
dock.tilemap = object
new_tileset = object.tile_set
if object is TileSet:
new_tileset = object
if dock.tileset != new_tileset:
dock.tiles_about_to_change()
dock.tileset = new_tileset
dock.tiles_changed()
func _forward_canvas_draw_over_viewport(overlay: Control) -> void:
if dock.visible:
dock.canvas_draw(overlay)
func _forward_canvas_gui_input(event: InputEvent) -> bool:
if !dock.visible:
return false
return dock.canvas_input(event)