fix: Move wizard path to rooms to its own Godot setting

This commit is contained in:
Balloonpopper
2022-11-01 16:40:44 +11:00
parent fed2a98270
commit e551e365ac
2 changed files with 26 additions and 5 deletions

View File

@@ -25,12 +25,12 @@ const PLAYER_SELECT_TEXT = "Please select scene."
const BACKGROUND_BLANK_TEXT = "Image will be left blank."
const BACKGROUND_SELECT_TEXT = "Please select image."
const ROOM_PATH_SETTING = "escoria/wizard/path_to_rooms"
var settings_modified: bool
func _ready() -> void:
room_creator_reset()
$"InformationWindows/PlayerSceneFileDialog".get_cancel().connect("pressed", self, "PlayerSceneCancelled")
$"InformationWindows/BackgroundImageFileDialog".get_cancel().connect("pressed", self, "BackgroundFileCancelled")
@@ -63,8 +63,8 @@ func room_creator_reset() -> void:
get_node(BACKGROUND_PREVIEW).visible = true
get_node(ROOM_BACKGROUND).visible = true
get_node(BACKGROUND_PREVIEW).texture = null
get_node(ROOM_FOLDER_PATH).text = ProjectSettings.get_setting("escoria/debug/room_selector_room_dir")
$InformationWindows/RoomFolderDialog.current_dir = ProjectSettings.get_setting("escoria/debug/room_selector_room_dir")
get_node(ROOM_FOLDER_PATH).text = ProjectSettings.get_setting(ROOM_PATH_SETTING)
$InformationWindows/RoomFolderDialog.current_dir = ProjectSettings.get_setting(ROOM_PATH_SETTING)
settings_modified = false
@@ -208,7 +208,7 @@ func _on_ChangeRoomFolderButton_pressed() -> void:
func _on_RoomFolderDialog_dir_selected(dir: String) -> void:
ProjectSettings.set_setting("escoria/debug/room_selector_room_dir", dir)
ProjectSettings.set_setting(ROOM_PATH_SETTING, dir)
get_node(ROOM_FOLDER_PATH).text = dir
@@ -235,7 +235,7 @@ func _on_CreateButton_pressed() -> void:
$"InformationWindows/GenericErrorDialog".popup_centered()
return
var BaseDir = ProjectSettings.get_setting("escoria/debug/room_selector_room_dir")
var BaseDir = ProjectSettings.get_setting(ROOM_PATH_SETTING)
var ImageSize = Vector2(1,1)
var NewRoom = ESCRoom.new()

View File

@@ -39,3 +39,24 @@ func get_plugin_icon() -> Texture:
func open_scene(path: String) -> void:
get_editor_interface().open_scene_from_path(path)
# Unregister ourselves
func disable_plugin():
print("Disabling Escoria Wizard plugin")
ESCProjectSettingsManager.register_setting(
"escoria/wizard/path_to_rooms",
null,
{}
)
# Register ourselves
func enable_plugin():
print("Enabling Escoria Wizard plugin")
ESCProjectSettingsManager.register_setting(
"escoria/wizard/path_to_rooms",
"res://rooms",
{
"type": TYPE_STRING
}
)