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