fix: Move wizard path to rooms to its own Godot setting
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@@ -25,12 +25,12 @@ const PLAYER_SELECT_TEXT = "Please select scene."
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const BACKGROUND_BLANK_TEXT = "Image will be left blank."
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const BACKGROUND_SELECT_TEXT = "Please select image."
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const ROOM_PATH_SETTING = "escoria/wizard/path_to_rooms"
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var settings_modified: bool
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func _ready() -> void:
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room_creator_reset()
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$"InformationWindows/PlayerSceneFileDialog".get_cancel().connect("pressed", self, "PlayerSceneCancelled")
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$"InformationWindows/BackgroundImageFileDialog".get_cancel().connect("pressed", self, "BackgroundFileCancelled")
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@@ -63,8 +63,8 @@ func room_creator_reset() -> void:
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get_node(BACKGROUND_PREVIEW).visible = true
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get_node(ROOM_BACKGROUND).visible = true
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get_node(BACKGROUND_PREVIEW).texture = null
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get_node(ROOM_FOLDER_PATH).text = ProjectSettings.get_setting("escoria/debug/room_selector_room_dir")
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$InformationWindows/RoomFolderDialog.current_dir = ProjectSettings.get_setting("escoria/debug/room_selector_room_dir")
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get_node(ROOM_FOLDER_PATH).text = ProjectSettings.get_setting(ROOM_PATH_SETTING)
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$InformationWindows/RoomFolderDialog.current_dir = ProjectSettings.get_setting(ROOM_PATH_SETTING)
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settings_modified = false
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@@ -208,7 +208,7 @@ func _on_ChangeRoomFolderButton_pressed() -> void:
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func _on_RoomFolderDialog_dir_selected(dir: String) -> void:
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ProjectSettings.set_setting("escoria/debug/room_selector_room_dir", dir)
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ProjectSettings.set_setting(ROOM_PATH_SETTING, dir)
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get_node(ROOM_FOLDER_PATH).text = dir
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@@ -235,7 +235,7 @@ func _on_CreateButton_pressed() -> void:
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$"InformationWindows/GenericErrorDialog".popup_centered()
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return
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var BaseDir = ProjectSettings.get_setting("escoria/debug/room_selector_room_dir")
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var BaseDir = ProjectSettings.get_setting(ROOM_PATH_SETTING)
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var ImageSize = Vector2(1,1)
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var NewRoom = ESCRoom.new()
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@@ -39,3 +39,24 @@ func get_plugin_icon() -> Texture:
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func open_scene(path: String) -> void:
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get_editor_interface().open_scene_from_path(path)
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# Unregister ourselves
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func disable_plugin():
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print("Disabling Escoria Wizard plugin")
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ESCProjectSettingsManager.register_setting(
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"escoria/wizard/path_to_rooms",
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null,
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{}
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)
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# Register ourselves
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func enable_plugin():
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print("Enabling Escoria Wizard plugin")
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ESCProjectSettingsManager.register_setting(
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"escoria/wizard/path_to_rooms",
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"res://rooms",
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{
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"type": TYPE_STRING
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}
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)
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